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Gone Cardboard: Witch of Salem, Coming from Mayfair Games
In August or September 2009, Mayfair Games will release Witch of Salem, a Michael Rieneck design that was released by Kosmos in late 2008 under the title Der Hexer von Salem. While Rieneck is the designer, the name splashed across the top of the box is Wolfgang Hohlbein, a German author of science fiction, fantasy and horror who has written more than 200 books, including six in a series that goes under the umbrella title of Der Hexer von Salem. Here’s the game description from Mayfair:
Step back to early 20th Century New England. Here, the horrible “Great Old Ones” – mysterious inhabitants of a dark, unfathomable void – seek entry into our world. One of their imprisoned overlords gathers them, just as his worldly servants open portals throughout Arkham for the coming onslaught. Only Salem’s master witch, Robert Craven, holds the key to safeguarding mankind. He plans to gather a team of intrepid scholars to find the hidden portals and close them with powerful magic seals. The noble witch’s elite team must battle the threat of madness, duel the dark servants, tackle mystical challenges, and face their ultimate nemesis: an unidentified Great Old One with an unknown and incalculable strength.
In Witch of Salem, you step into the terrifying world of renowned storyteller Wolfgang Hohlbein, a mythos inspired by the tales of H. P. Lovecraft. You play one of the witch’s scholarly allies. Working cooperatively with your cohorts, uncover the secrets of the Necronomicon, combat creeping insanity, defeat the coming Evil, and bar the Great Old Ones from exiting the interdimensional abyss.
Yes, Witch of Salem is another entry in the recent wave of cooperative games. I’ve played once on the easiest level, and the tension felt among all the players was intense. We walked the edge of victory and failure from the midpoint of the game onward, finally crawling toward a win in the final moments before the world was doomed – only to be undone by a gate to another dimension that one player had forgotten to seal! Sorry for wrecking the Earth everyone.
Witch of Salem is for 2-4 players, ages 12 and up with a playing time of 60 minutes and a retail price of $50. This game has been added to Gone Cardboard.
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A-KOn game report
Game Review: Letter Roll
By Ted Cheatham
June 22, 2009
Designer: Tushar Gheewala
Publisher: Out of the Box Publishing
Players: 2-8
Ages: 8+
Playing Time: 20-30 minutes
Rules Language: English
Price: $25
Links:
Ted Cheatham gives an overview of Letter Roll, a 2009 release from Out of the Box Publishing. You can explain this word game in less than two minutes and be ready to play immediately. Ted shows you how to do it…
If you want to forgo YouTube, you can watch the video straight from the BGN server. For another take on the game, published in June 2009, head to my first impression of Letter Roll.
Shashawa - FoxMind Games
Walking Dead, by Greg Rucka
2009-06-22: Weird-head Psi*Run
By Vincent Baker in anyway. Filed under rpgtheme rpglink. 2009-06-22
2009-06-22: Secrets: the Smelly Chamberlain
Gameplay's basically sandboxy and in-character. The GM has responsibility for everything in the game world but the players' characters; the players get to say what their characters think, feel and undertake to do. But, you know, sometimes there's an NPC villain with mind control powers, and when Mitch joined his character was from a previously undeveloped cult so he got to say a whole bunch of interesting things about its inner workings, so it's a little bit flexible. Everybody's here to have fun.
With me? Okay.
Setup
Imagine that the players get together behind the GM's back and say "hey you know the NPC Chamberlain, our contact with the king? Let's all, no matter what the GM says about him, let's all react to him as though he smells bad. We can't insult him to his face, we need him, but let's be subtle and see what the GM does with it."
So they do.
Does this make it true, but secret from the GM, that the chamberlain smells bad?
In the first session after:
Player 1: While the chamberlain's talking to us my guy edges toward the window, and opens the shutters. Want me to make a stealth roll?
GM: Uh, no, that's fine. You do, nobody notices.
Player 1: My guy notices! Thanks for that.
GM: Okay, whatever. As I was saying...
Otherwise it doesn't come up.
(Now the GM has assented to one character's opening a window and another character's being glad for it, but nobody's put before him that the Chamberlain smells bad, so he hasn't assented to that as such. See it?)
In the second session after:
GM: The chamberlain comes into the inn's common room and -
Player 1: Hah, okay.
Player 2: My character needs to see to the wine cellar he'll be back in a bit.
Player 3: Coward.
GM: Huh?
Player 2: Nothing, my guy's just going down to the wine cellar.
GM: Okay...?
Player 1: We'll tell him what the Chamberlain says, later.
GM: Okay, whatever. As I was saying...
Otherwise it doesn't come up.
In the third session after:
Player 1: So the Chamberlain wants to talk to my guy alone? Wow.
GM: Yeah, and he says [blah blah].
Player 1: While he's talking, my guy edges slowly back from him.
GM [in Chamberlain's voice]: Is something the matter?
Player 1 [in character's voice]: No your grace, not at all.
GM: Okay, whatever. As I was saying...
Thinking about the game after this session, the GM figures out what they've been doing.
Outcome 1: the GM runs with it
In the fourth session after:
Player 1: When my guy sees the chamberlain coming he opens all the windows in the inn. He's opening the last one when he comes in.
GM: Okay, but it's a still, muggy day. It doesn't help a bit.
Players: Ha ha ha!
Over sessions 5 and beyond, the GM casually incorporates into play that the Chamberlain's having a little thing on the side with an untalented apprentice perfume-maker in the town, and it's a scandal and a matter of much gossip. Occasionally the GM will say that the Chamberlain both looks especially cheerful this morning and smells especially overpowering. It becomes a fun, ongoing, not-very-important detail of life in the city, and nowadays nobody really thinks about how it started.
Outcome 2: the GM reins it in
In the fourth session after:
Player 1: When my guy sees the chamberlain coming he opens all the windows in the inn. He's opening the last one when he comes in.
GM: Okay, but it's a still, muggy day. It doesn't help a bit.
Players: Ha ha ha!
In the fifth session after:
GM: The Chamberlain comes in. Somebody must have had a word with him; he smells fine.
Player 1: That's a relief.
Player 2: What does he have to say?
It drops out of currency and a few sessions later nobody ever thinks about it.
Outcome 3: the GM fights it and the players relent
In the fourth session after:
Player 1: When my guy sees the chamberlain coming he opens all the windows in the inn. He's opening the last one when he comes in.
GM: Now, no. The Chamberlain's clean, healthy, he bathes, his clothes are fresh, he wears a modest aftershave - he doesn't smell bad.
Players: Ha ha ha! You got us.
GM: Did your characters have a secret meeting without me? To make the Chamberlain look bad?
Player 1: Huh? No. You're the GM, our characters can't do anything without you. [Take this as true for this group, if not universally. The characters aren't in on the players' joke.]
Player 2: It was just [gesturing] us.
GM: You think you get away with that? No, your characters did those things, even though the Chamberlain smells fine. So what's the in-character explanation?
Players: Uh oh.
The players take their lumps and cobble together some retroactive in-character justification, properly chastened. Here's Simon from here: "On the otherhand, you could treat it as a childish conspiracy amongst the characters to humiliate him." That'd be an example: "I guess our characters had a secret meeting after all?"
GM: Real mature. When he figures it out he stops doing your guys favors with the king.
Players: Oops.
Outcome 4: the GM fights it but the players don't relent
In the fourth session after:
Player 1: When my guy sees the chamberlain coming he opens all the windows in the inn. He's opening the last one when he comes in.
GM: Now, no. The Chamberlain's clean, healthy, he bathes, his clothes are fresh, he wears a modest aftershave - he doesn't smell bad.
Player 1: So you say. My guy's still opening the windows.
GM: Why?
Player 1: It's just what he would do.
GM: Okay, whatever. But the Chamberlain smells fine.
Player 2: My guy sits as close to a window as he politely can.
GM: If your characters had a secret meeting to plan this, as GM I should have known about it.
Player 2: Nah. If our characters had a secret meeting, you WOULD have known about it, of course. They can't do anything without you, you're the GM! [Take this as true for this group, if not universally. The characters aren't in on the players' joke.]
GM: Okay, so you admit that he doesn't smell bad?
Player 2: Well I admit you say he doesn't. Anyway my guy sits at the window and tries to breath mostly outside air.
GM: WHY?
Player 2: It's just what he'd do.
GM: No come on. What's he thinking when he decides to do that?
Player 2: He's thinking "dang the Chamberlain smells."
GM: BUT THE CHAMBERLAIN DOESN'T SMELL.
Player 2: Are you telling me what my guy's thinking? Who's mind-controlling him? Don't I get a Will Resist Roll?
GM: Okay, whatever. Your guy sits next to the window thinking about how the Charmberlain smells even though the Chamberlain doesn't smell. I don't care. As I was saying...
Over the next few sessions, the players keep having their characters act like the Chamberlain smells bad, and the GM keeps denying that he smells bad, but they can have their characters do whatever they want. Eventually the story moves on, they're dealing with the king directly now, and the Chamberlain doesn't really come up anymore.
Outcome 5: the GM fights it and the game busts up
We join session 4 in progress:
Player 2: ...Anyway my guy sits at the window and tries to breath mostly outside air.
GM: WHY?
Player 2: It's just what he'd do.
GM: No come on. What's he thinking when he decides to do that?
Player 2: He's thinking "dang the Chamberlain smells."
GM: BUT THE CHAMBERLAIN DOESN'T SMELL.
Player 2: Are you telling me what my guy's thinking? Who's mind controlling him? Don't I get a Will Resist Roll?
GM: Nobody's mind controlling him. I'm just telling you, he wouldn't be thinking that, because the Chamberlain doesn't smell.
Player 2: You get to tell me what my guy's thinking now? That's the new rule?
GM: Well you sure don't get to tell me that my guy smells.
Player 3: We're just saying what our characters do...
GM: Oh please. You're saying the Chamberlain smells bad and you have been for 4 sessions now. He does not either.
Player 2: You say my guy doesn't think he smells, but I say he DOES smell and my guy smells him plain as day.
GM: I'm the GM.
Player 2: It's my house.
Player 1: They're my Fritos.
Player 3: This sucks.
They never play again. They try another session but it devolves rapidly. Eventually they all have happy lives and are still good friends but they don't talk about this game much.
Outcome 6: the GM never catches on
Maybe something else interrupts and ends the game before the GM figures it out.
Maybe the GM just doesn't figure it out, or doesn't care enough to think about it. For many sessions after, the players have a snicker at the GM's and the Chamberlain's expense, and the GM's always just like "huh? I don't get it. Whatever. As I was saying..."
So the question is...
For each outcome:
(a) When did it become true in real life that the Chamberlain NPC smells bad, if ever?
(b) When did it become true inside the game's fiction that the Chamberlain NPC smells bad, if ever?
By Vincent Baker in anyway. Filed under rpgtech. 2009-06-22
HELLAS: From Alpha to Omega: Theogonia
The Rest of the Wedding Weekend
Issue 452 - Instant Reward Cards
Valerie Putman:nbsp; Let the Conventions Begin!
The Summer convention season is upon us and I’m off and running. Actually, this is a late start for me this year--I’ve had only one major gaming weekend (Memorial Day Weekend) since school let out and I was only able to pop in for a day of that. This week I’m at Oasis of Fun in Atlanta, GA (an invitation event) and next week Tyler is gearing up for Origins. Why am I not getting ready for Columbus, Ohio’s biggest game convention? As it turns out, I will be in Berlin, Germany that weekend for the press conference announcing this year’s Spiel des Jahres. In July I have a non-gaming event--10 days of animal behavior fieldwork in Arizona (earning that sabbatical!). Then it is a busy August with The World Boardgaming Championships and then Gen Con--all while I’m having my kitchen remodeled. Finally, I typically consider Dragon Con (Labor Day Weekend in Atlanta) to be the end of the summer convention season. I’ll be there again this year--especially since I won’t be rushing back to classes when it’s over. Here’s a look at what’s new at this summer’s conventions…
Prose on Cons
Do you remember the free game give away at Origins last year? Rio Grande donated pallets and pallets of games that the Columbus Area Boardgaming Society (CABS) distributed from the Board Room. Well, Rio Grande out did itself this year. I’ve gotten a sneak peak at the game giveaways for this year and I was floored. Trust me, you will get your money’s worth out of this year’s Board Room ribbon.
This year at the WBC they have added a teaching/demo portion before the tournaments get underway. I’ll be there demoing games for Rio Grande at Cafe Jay the entire week. I’m just not sure what I’ll be teaching yet!
Friends, friends, and more friends. The economy is tough and people are cutting back on travel, but gamers are still finding a way to come together. I’ve never needed my friends more--it’s been a tough year losing my Dad, my grandfather, my grandmother, and one of my best friends in gaming, Kevin Gonzalez. I’m looking forward to seeing everyone!!
Happy Father’s Day, Daddy…
Valerie Putman
Todays Blatherings
Story Games Boston playtests Agora
Dev Purkayastha has posted some thoughts on the Story Games Boston playtest of Agora. I’m really happy that SGB — folks who tend towards game designs that are very different than my own — are giving Agora a crack, because I get some fantastic differing perspectives on how my game works. It also shows me what I need to explain better for audiences that aren’t me, my friends, and my design partners.

