Den of Wolves

February 24, 2019

On Saturday 23 February 2019, the Wellington Megagame Collective ran John Mizon’s Den of Wolves Megagame at the Wellington Bridge Club.

There was an impressive turnout for the game, with 44 people taking part as players, Control or Kitchen support. That made it the largest Megagame run in Wellington, even though half-a-dozen of the “usual suspects” were unable to make it due to other commitments. We had players come down from Auckland and Palmerston North, one backpacker from California, another backpacker from Sweden, and four players who flew over from Sydney in Australia. We ran with a control team of six (myself as Mega Control, two Fleet Control, and one each for Council Control, Time Control and Cat Control). In terms of player positions we were missing a first officer for one of the ships, had a media team of two, and unfortunately had a late cancellation from a player in Christchurch due to a real life event. This meant the Star Alpha was missing its First Secretary.

As Mega Control my early game intent was to attack the Survivor Fleet until they jumped, and to then pace the emotional tension of the game so that there was an upbeat every now and then rather than a constant stream of downbeats. I kept a close eye on overall damage to the Fleet, making sure that there were turns without any attacks so that there was a chance for repairs and recovery. I also made some Wolf attacks under powered, so that the Fleet got a couple of morale boosting victories.

Early Game

The lack of a First Secretary made the Star Alpha vulnerable to damage as the ship’s with a full crew were able to focus engineers, materials and repair actions on their ships. This led to a decision early in the game to strip the Star Alpha of useful materials, and to wire it to ram into a Wolf ship (which it did in the next battle, taking out a Maugrim class Destroyer). I adjudicated the loss of the Star Alpha as being worth -1 to Fleet Morale, and with the President, Vice President and Star Alpha crew relocated to the Dione, I increased Food and Water requirements for the Dione by +2 and an ongoing -1 to morale checks due to “incessant whining”.

Mid Game

The mid game was one of slowly escalating damage across the Survivor Fleet, from a combination of Wolf attacks, emergency jump damage, and Wolf sabotage. As the Wolf agents activated their emitter beacons the pursuit track started increasing by +3 per turn!

The Aegis used a SIGINT hint generated by the Endeavour to find out that a future attack would be led by Aethelwulf class Cruisers, and then made use of its cyber capability to narrow down which quadrant of the Fleet map the encrypted Wolf signals (“Big Bad Wolf, this is Lost Sheep, this is Lost Sheep…”) were coming from. They were both coming from the Dione! At this point the crew of the Dione noticed there were two face down special action cards on their table. They had been been planted there by Wolf agents earlier (one hidden under a sign, the other under the Dione’s ship’s cat card). After a little hesitation they flipped them over (not bombs, hooray!) and handed them over to the Aegis, where the Comms officer managed to hack them to send a false signal.

This saved the Fleet from another attack, as the pursuit track had hit 11 and at 12 I was going to bring the Big Bad Wolf out. A succession of jumps then got the pursuit track down to a low level, at the cost of significant damage to several ships. I created a set of emergency jump damage cards for this gae. The “Fire!” card was based on my personal experience in damage control school for the naval reserve – a fire on board a ship is terrifying.

Another resource the Wolf agents had were two one-use Stealth shuttle attacks. These deployed a single special forces unit, equivalent in capability to an Aegis Marine unit. The first of these struck the Dione in an attempt to complete the Wolf special mission to kill the Chief Engineer. This was when the Engineer revealed his Paranoia and Marine Training special action cards, eliminating the SOF unit, and giving the Dione enough weapons and armour to upgrade a security unit to marine quality. The second stealth attack struck the Icebreaker, damaging two stations before being eliminated. This was almost enough damage to lead to the Icebreaker being abandoned

The Chief Engineer on the Dione was acclaimed a hero, awarded a medal, and the Dione stripped its old shuttle for parts (+4 materials) and now had a Stealth Shuttle. Then a Wolf agent – the Ace Reporter – made a personal attack on the Chief Engineer and this assassination was successful, with the Wolf agent then doing a last stand with a knife, wounding several of the Dione’s security unit (the Wolf agents were rated as “007 quality).

This was a high damage game. The Fleet struggled to grow its pool of fighters and pilots and completely exhausted the supply of Engineer counters. As we headed into the End Game, the decision to get materials for repairs rather than strytium ore for jump fuel was going to constrain the Survivor Fleet’s options.

The End Game

Turns 10-11 the Fleet was focused on repairing the critical damage to ships, especially the Icebreaker, which took more damage than any other ship during the game. It was a time when everyone pooled resources for survival. It was noticeable to me that the fuel tanks were dry across the Fleet, except on the smallest ships. The Aegis and the Endeavour worked together (and spent 11 research points) to find a jump destination far away enough to be beyond Wolf attacks. Without fuel it was going to require an emergency jump, so many ships across the Fleet spent Water tokens to cool the jump drives off to make it safe to do yet another emergency jump.

One of the remaining Wolf agents chose this opportunity to wreak havoc on Refinery 124. First an “industrial accident” hit the Captain, the only other player present at the ship at that moment. Then the agent damaged a station, wounded the remaining Security unit, and damaged another station. At this point two Aegis Marine units arrived, and the agent managed to wound them to. So there was a final showdown between the agent and Chief Engineer (who had returned to the ship) and the dice went the Chief Engineer’s way.

This was when I dropped the Wolf Alpha class battleship and the Big Bad Wolf class Carrier (which launches eight Wolf Fighter Squadrons at the end of every Wolf combat round). Here is when the resources spent on repairing and fueling the spinal mount gun on the Aegis paid off. The spinal mount does a satisfying d6 worth of “hits” in one roll. The Survivor Fleet was able to destroy both ships and jump towards a happy ending. If the pursuit track had been higher, I would have given the two ships more escort fighters. The Vulcan only just avoided being lost in space in the emergency jump. Things got a bit grim on the Icebreaker which jumped late due to heat issues. they had a famous last stand between their last Fighter unit and three Wolf squadrons. Having no food or water left they had an outbreak of cannibalism on the long voyage to safety (roll a d6 to see how many units die, they rolled a six, but saved one unit by eating an alleged “Wolf Traitor”).

The last Wolf Agent, the Captain of the Shepherd, decided to abandon the Wolf Cause, as the crew of the Shepherd were now his real family.

The Wolf Pack

The Assyrian came down like the wolf on the fold, And his cohorts were gleaming in purple and gold; And the sheen of their spears was like stars on the sea, When the blue wave rolls nightly on deep Galilee.

Lord Byron, “The Destruction of Sennacherib”

The code words to initiate Wolf contact were “null” and “void”, with the response phrase including either “purple” or “gold”. The code word for the stealth shuttle was “Nineveh”.

As part of casting I asked players if they wanted a simple, complex or byzantine role and if they wanted to be loyal, ambitious, or treacherous. The Wolf agents were selected at random from among the eight odd players who volunteered for treachery. The complexity scale determined how many bonus special action, open resources (what can you do with a Rosetta Stone or the last box of Twinkies?) and personal goals the player got in their sealed envelope.

Because Den of Wolves has been run several times and AARs are easily found online, I did not attempt to conceal the presence of Wolf agents from the players. I did, however, muddy the waters a little. In addition to the three Wolf Agents there were four Fleet characters who were migrants from Wolf loyal to the IC and a player suffering from “Stockwolf Syndrome” who believed they were a Wolf agent, but was really just delusional. There were a number of stolen IC databases around that could be interrogated for clues about recent ship movements (What was the President doing on Wolf three months ago?). At the start of the game I made it clear that Control would never confirm/deny if a player was a Wolf agent – that judgement was entirely in the player’s hands.

Two characters had social special actions that could find Wolves. One of the media team (not the traitor) could ask someone if they were born on Wolf (accent and shibboleth analysis) if they spent a minute talking with them. This would identify both the agents and the loyal citizens, but not the Stockwolf victim. The Warden of the Vulcan could interrogate people on his ship – successful if they could get the subject to smile or laugh in a minute, getting one truthful answer to a question. This could produce a false positive on the Stockwolf victim.

The journalist asked 12 people, but never found a single one of the seven players with “Wolf accents”. It is the nature of sowing seeds for emergent play that sometimes an idea does not flower, and in other cases it takes on a life of its own.

Mistakes Made

I did mishandle the morale rules early on – not sufficiently clear on whether it was a 1d6, 2d6 or 3d6 roll. There was one incident that is making me think about whether I need an explicit X-card in future megagames. I did not pay enough attention to the Council and I screwed up the elections at the end of the game. In hindsight, I should have left that one for Council Control to resolve. I was also too hands on with Fleet combat, wanting to see how the “new toys” I had devised worked in actual play. I should have left Fleet Control to do more of that task.

Setting the Late Wolf ticket price increase in the middle of two major events a month beforehand was a mistake. I should keep the late ticket price to a week or so prior.

Feedback on the game

  1. Enjoyment: did you have fun? (4.6)
  2. Briefing: how well did the briefing enable you to play the game? (4)
  3. Difficulty: how hard did you find the game to play? (3.6)
  4. Rate of Play: how much time pressure? (3.1)
  5. Control: how good a job did they do? (4.7)
  6. Involvement: how was your involvement with other players? (4.2)
  7. Value: did you get value for money? (4.6)
  8. Ticketing: how easy was the lilregie website to use? (4.2)

While this is overall a great result, one player had a game that sucked for them. That feedback has given me a lot to think about for future games. The President and Admiral also seemed to have scores a notch below average. This may reflect the difficulty inherent in such an apex role, or perhaps the need for another support role to help coordinate matters.

  1. Did you read the rules before playing the game? 83% of the players read the rules before the game, with the remaining players reading part of the rules.
  2. Would you be interested in playing Megagames in the future? 89% of the players would be interested in future Megagames, another 8% were “maybe”.
  3. Would you be interested in being CONTROL in a future Megagame? Four people said “yes”. I will be emailing out an invite to people to join the Wellington Megagame Collectives closed Facebook group.
  4. Did you find the Discord channel useful before the game? 55% of the players found Discord useful. By the start of the Megagame we had almost everyone on Discord.
  5. Did you find the Discord channel useful during the game? 58% of the players found Discord useful. A common request in feedback was for a second projector screen to display a feed from Discord.

Marketing and Communication

The three main sources where people first heard about Den of Wolves were Facebook (13), friends (7) and email (6). All other sources were in the one or two range.

The best sources for information that led people to sign up for Den of Wolves were Facebook (19), friends (14) and email (13).

No major surprises here. Our email list of interested players is valuable, but social media sharing and friendship is important. Store posters, while they may only attract one or two people, do have the advantage of bringing in people who are not part of local networks.

Finances

This is the first time I have independently booked a venue. A month before the event we had sold 21 tickets in three months. In the last month we sold another 21 tickets. We are not in a position where we can confidently assume a Megagame will sell out, so selling over 40 tickets was a great achievement. It was a little shot of endorphins each time I got an email from the ticketing website that another ticket had been sold. Ticket prices of waged $30 and unwaged $15 were also a gamble, but advice from friends was that it was comparable to LARP prices and fair for what was involved.

We asked players how much they would be willing to pay for a daylong Megagame, and the average was $34. This is roughly double the answer from previous surveys. Perhaps this is because this game reset expectations, with a waged ticket of $30, compared to the $10-15 of past games.

Major expenses (rounded to nearest $5):

  1. Game license $415
  2. Venue Hire $320
  3. Printing $365
  4. Stationary $70
  5. TOTAL: $1170

Income from tickets is roughly $1095. Around $60 in fees will be deducted and I will be emailing a few people who paid the late Wolf ticket price to offer a $5 refund. All up I came very close to the goal of breaking even – if we had sold the remaining four tickets it would have been just $7 under the costs.

The venue was a good one, with a PA system, projector, 20 car parks and Wifi included in the affordable hire cost. We had access to two major rooms, each of which could seat 100 people, and a connecting area by the Kitchen. I hope we can use it again in the future.

What did not work, however, was the attempt to offer a canteen with a range of food and drink items. I am several hundred dollars in the red on that gamble, although a lot of the items can be kept in storage for a while or given away to friends. The free tea and coffee was appreciated. In future I think I would keep the offering to the free drinks and some kind of honesty box for a sugar hit treat like chocolate bars. Although I specified it would be cash only, many people now do not routinely carry cash and I am not sure I can afford a machine reader. At a coffee cart this morning, the manager told us that his BNZ mobile card reader cost $30 a month.

Thanks

Thank you to everyone who came along and played the game, shared the event with friends, or helped control it. A special thank you to my beloved, Catherine, for help with transportation and the kitchen. Thanks also to our supporters at Counter Culture, Cerebus Games and The Caffeinated Dragon for helping with promotion. Thanks also to John Mizon for designing an amazing game! Now after four months of worrying about Den of Wolves, its time to turn my attention back to Colossus of Atlantis, which will be running at Wellycon on 1 June.


Megagame plans for 2019

January 3, 2019

Happy new year! here are the megagames I am planning to run or design in 2019.

Den of Wolves, 23 February 2019

Den of Wolves is essentially Battlestar Galactica, minus specific IP such as robots with bouncing red eyeballs, with a focus on the politics of the survivor fleet and crisis management. Click on the heading to go to the event page for the game blurb and some links to after action reports from games in the UK.

Den of Wolves is an experiment in using an off the shelf design, and then not hacking the rules! I do have some plans for adding some elements to the game that players can riff off in their roleplaying, but I do not intend to alter any of the mechanical elements of the game. This is also the first time I have run a game in Wellington without piggy backing on a convention, so the cost of the game includes venue hire, as well as production and licensing costs. As we already have players coming from Australia and Auckland, I am hoping for a good local turnout as well.

Tickets for Den of Wolves are on sale here. Unwaged or Control $15, Waged $30. There is a $5 price rise on 19 January 2019.

Image result for den of wolves megagame
Photo from South West Megagames, of the three sheets used to control one ship in Den of Wolves.

Colossus of Atlantis, 1 June 2019

A complete revision of the second version of the game. This is likely to be what I run at Wellycon.

The central premise is that all the players start the game as leaders in the expanding empire of Atlantis, and are members of one of the factions competing to dominate Atlantis, without triggering the wrath of the Gods and the doom of Atlantis. The game will follow a three act structure:

  1. In the first Act of the game, all player versus player options are disabled. This is a learning phase of the game, during which Atlantis will expand over a map of the Mediterranean and adjoining lands with 60+ significant cities.
  2. In the second Act of the game, the player versus player options are enabled and both players and factions can be exiled from Atlantis.
  3. In the third Act of the game, we will find out if earlier player actions mean Atlantis is likely to suffer a deluge or not.

Preview

The game will feature up to eight factions drawn from Ancient Greek myths and history:

  1. The Amazons, a team of women pushing for emancipation
  2. The Aristocrats, a team that seeks rule by the best people
  3. The Democrats, a team that seeks rule by all people
  4. The Medes, a team that supports peace, trade, and magical research
  5. The Monarchists, a team that supports the rule of Kings descended from the divine Poseidon
  6. The Oligarchs, a team that seeks rule by the wealthy
  7. The Stratocrats, a team that supports military spending and war
  8. The Tyrants, a faction that seeks to make Atlantis great again.

Each faction has players with the following roles:

  • Archon – the team leader who represents the faction on the Council of Atlantis, and in any street fighting that takes place in Atlantis
  • Strategos – the team general who commands military units on the main game map
  • Engineer – the team builder of military units, wonders and other technological marvels
  • Priest – the team magician who tries to keep the Gods happy, and can create curses that harm other players and wards/amulets to protect players from disasters
  • Trader – as well as playing an economic role for the team, the trader is also the team spy.

During the game, players will have the option to spend time performing hero quests based on Greek mythology. This might happen if you are exiled from Atlantis for a turn, or if your team chooses to send you off questing. Questing can result in both great rewards and tragic complications.

Flower Power II, second half of 2019

Revisiting one of my best games, which was originally run down in Christchurch in 2006. The premise was a lost colony, settled by peace and nature loving hippies, which had gone through technology collapse, balkanization, warfare, and then recontact with the rest of humanity.

The original Flower Power game was essentially a world war two scenario of mass industrial warfare, with some drug smuggling and COMINTERN intrigue on the side. It definitely resonated with many of the players, who still reminisce fondly about the game today.
Big Map

I now think the best frame for revising the game is to focus on contemporary issues of fragile states, peacekeeping, and counterinsurgency that we see happening around the world today. Where many of my past megagames have involved teams with relatively equal amounts of power and options, Flower Power II will feature factions with asymmetric power levels and options in the game.
I am not sure yet what the player roles in the game will be, but the factions are likely to include:

  1. Offworld aid organisations, trying to uplift local education and economic practices
  2. Offworld civil government representatives, trying to shepherd the planetary government into membership of an interstellar polity
  3. Offworld military commanders, trying to keep the peace
  4. Offworld private military contractors (mercenaries), trying to profit from keeping the peace
  5. Smugglers, trying to make profits from criminal activities
  6. Corporations seeking access to local resources, or contracts to supply offworld goods and services
  7. Planetary coalition government, trying to avoid a return to destructive warfare
  8. Insurgent factions derived from former local governments, spanning a range of ideological positions, and tactics from non-violent protest to terrorism.