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Haven't been on the computer since yesterday, did I miss anything? ^__^
Spent that time at Ropecon with a friend, let's call her E. (a Finnish convention for roleplayers)
Feeling a bit wrung out right now, but mostly in a good way.
Friday: E. and I intended to go to a larp, only we didn't know the time was printed wrong in the con leaflet, and so we missed it. Nevermind, instead we took part in two table top roleplays
First we played "Zombies at the Door"
It has a small, simple board with players starting at one side, and the zombies approaching them from the other. Players can go forward or back, while the zombies approach them all the time (and the situation becomes more dangerous). If a player get's off the board, they survive, if they meet the zombies...they don't.
The players take turns telling the story (being game masters) and a turn usually ends in an argument between players, after which the loser falls closer to the zombies and the winner goes further from them.
The version we were playing was set in Duckburg.
It was totally crazy and hysterical XD
(For some examples of the plot. It started with Uncle Scrooge breaking down the door of Daisy Duck because he wanted the land her house is built on, and when she refuses to sell she and Minnie Mouse (visiting) get thrown in jail. They escape later, and find out the plice force in quite corrupted...
In the meantime, due to devious plots of the combined forces of someone called Black Cape, the Beagle Boys and evil scientists AND an unfortunate accident, Mickey Mouse got turned into a Mouse/Catmonster/Plum-thing, which escaped into the sewer.
It later confronted Minnie and them soon afterwards thought killed by Super Goof.
After some...I mean many twists, Minnie ended up working for Uncle Scrooge to avenge Mickey, and at the end so did the Beagle Boys. Elsewhere, Black Cape and Magica De Spell joined forces against Scrooge, while the scientist went their own way.
At the end (after all other played characters had died, btw.) Black cape and Uncle Scrooge fell of a roof (a bit like Holmes and Moriarty) and Black Cape survived, only to get killed by zombies JUST before a nuclear missile flatted out the whole city.
Like I said, crazy ;D
Second game was a fantasy game set in a world resembling ancient Finland, with the exception of magic existing in it. Apparently it's on the testing stage, and the rules aren't quite finished, but that was no problem. We actually played two games in the same world and with the same GM.
In the first the characters were four young Sami girls, who'd been kidnapped by southern men. Sirkka was nice and friendly, but not too...well, good at lying as it later turned out. Miella was exceptionally blond, pretty and secretly (or not so) a lesbian. Vimma was a quiet and withdrawn girl who was good at singing and my character, Aasa, was VERY quick to tell others anything she didn't like about them, i.o.w, not too liked.
She was also afraid of fire and it had been foretold at her birth that she might end her days underwater.
The girls eventually escaped their captors, only to run into an old woman who asked them to go to a village and conduct a ritual to soothe the waterfolk. This ritual had to be done every year (especially important since one of the water folk had been accidentally caught in a net earlier that year), but the woman who was going to do it had died unexpectedly. The other one the girls met used too much of her powers to save one of them, Sirkka, and died before the girls could bring her to the village. She had time to teach them the ritual, they just had to convince the villagers they were actually related to the witch woman.
Sirkka, who got there while the others were burying the witch, was an AWFUL liar. So awful, in fact, that after the others got there, they decided to simply sneak to the shore to commit the ritual while the suspecting villagers were talking with Sirkka.
They succeeded in it, only...too well. An angry Ahti rose up from the water, saying the water folk intended to break their agreement with the village because oe of them had died. He also said the girls didn't seem like they were related to the water folk at all (as anyone conducting the ritual ought to be). In the nick of time (after one of the villagers had been drowned, unfortunately) the girls managed to explain how they'd only come there because they'd owed it to the dead witch. Ahti accepted the explanation, but he demanded that to renew the agreement one of them had to come live under the surface.
At this point, Aasa decided this was what the foretelling at her birth had meant, and that she'd go, especially because the others were such wussies about it.
Vimma was quite impressed by this sacrifice, thought less so in the following years after Aasa, who got to visit the surface world every now and then kept bragging about how great it was living in the lake. Plus there was no fires there. ;)
Because the girls decided to wager the village out of having to conduct a yearly ritual, Sirkka also had to marry one of the water folk (a rather unpleasant looking fellow, btw) :P.
The following day we played in another game in which the characters were monks trying to retrieve a stolen icon. Also a fun game, but I'll say no more of it.
We also took part in a "Soap LARP", which I'll write more about some other time when I'm not tired of typing. :)
Spent that time at Ropecon with a friend, let's call her E. (a Finnish convention for roleplayers)
Feeling a bit wrung out right now, but mostly in a good way.
Friday: E. and I intended to go to a larp, only we didn't know the time was printed wrong in the con leaflet, and so we missed it. Nevermind, instead we took part in two table top roleplays
First we played "Zombies at the Door"
It has a small, simple board with players starting at one side, and the zombies approaching them from the other. Players can go forward or back, while the zombies approach them all the time (and the situation becomes more dangerous). If a player get's off the board, they survive, if they meet the zombies...they don't.
The players take turns telling the story (being game masters) and a turn usually ends in an argument between players, after which the loser falls closer to the zombies and the winner goes further from them.
The version we were playing was set in Duckburg.
It was totally crazy and hysterical XD
(For some examples of the plot. It started with Uncle Scrooge breaking down the door of Daisy Duck because he wanted the land her house is built on, and when she refuses to sell she and Minnie Mouse (visiting) get thrown in jail. They escape later, and find out the plice force in quite corrupted...
In the meantime, due to devious plots of the combined forces of someone called Black Cape, the Beagle Boys and evil scientists AND an unfortunate accident, Mickey Mouse got turned into a Mouse/Catmonster/Plum-thing, which escaped into the sewer.
It later confronted Minnie and them soon afterwards thought killed by Super Goof.
After some...I mean many twists, Minnie ended up working for Uncle Scrooge to avenge Mickey, and at the end so did the Beagle Boys. Elsewhere, Black Cape and Magica De Spell joined forces against Scrooge, while the scientist went their own way.
At the end (after all other played characters had died, btw.) Black cape and Uncle Scrooge fell of a roof (a bit like Holmes and Moriarty) and Black Cape survived, only to get killed by zombies JUST before a nuclear missile flatted out the whole city.
Like I said, crazy ;D
Second game was a fantasy game set in a world resembling ancient Finland, with the exception of magic existing in it. Apparently it's on the testing stage, and the rules aren't quite finished, but that was no problem. We actually played two games in the same world and with the same GM.
In the first the characters were four young Sami girls, who'd been kidnapped by southern men. Sirkka was nice and friendly, but not too...well, good at lying as it later turned out. Miella was exceptionally blond, pretty and secretly (or not so) a lesbian. Vimma was a quiet and withdrawn girl who was good at singing and my character, Aasa, was VERY quick to tell others anything she didn't like about them, i.o.w, not too liked.
She was also afraid of fire and it had been foretold at her birth that she might end her days underwater.
The girls eventually escaped their captors, only to run into an old woman who asked them to go to a village and conduct a ritual to soothe the waterfolk. This ritual had to be done every year (especially important since one of the water folk had been accidentally caught in a net earlier that year), but the woman who was going to do it had died unexpectedly. The other one the girls met used too much of her powers to save one of them, Sirkka, and died before the girls could bring her to the village. She had time to teach them the ritual, they just had to convince the villagers they were actually related to the witch woman.
Sirkka, who got there while the others were burying the witch, was an AWFUL liar. So awful, in fact, that after the others got there, they decided to simply sneak to the shore to commit the ritual while the suspecting villagers were talking with Sirkka.
They succeeded in it, only...too well. An angry Ahti rose up from the water, saying the water folk intended to break their agreement with the village because oe of them had died. He also said the girls didn't seem like they were related to the water folk at all (as anyone conducting the ritual ought to be). In the nick of time (after one of the villagers had been drowned, unfortunately) the girls managed to explain how they'd only come there because they'd owed it to the dead witch. Ahti accepted the explanation, but he demanded that to renew the agreement one of them had to come live under the surface.
At this point, Aasa decided this was what the foretelling at her birth had meant, and that she'd go, especially because the others were such wussies about it.
Vimma was quite impressed by this sacrifice, thought less so in the following years after Aasa, who got to visit the surface world every now and then kept bragging about how great it was living in the lake. Plus there was no fires there. ;)
Because the girls decided to wager the village out of having to conduct a yearly ritual, Sirkka also had to marry one of the water folk (a rather unpleasant looking fellow, btw) :P.
The following day we played in another game in which the characters were monks trying to retrieve a stolen icon. Also a fun game, but I'll say no more of it.
We also took part in a "Soap LARP", which I'll write more about some other time when I'm not tired of typing. :)