Quotes
from observers:
"That's just not right..." -- Jeff Simmons
"What sick bastard thought this one up?"
-- anonymous passerby
"I found myself wandering the aisles of our local dollar
store after watching the sugary horror that was "Sgt Slaughter
in Bun-Bun Land" Friday night. 1:600 Napoleonic ships are
nothing compared to a sudden compulsion to buy hundreds of
prepainted resin bunnies with ice cream carts..."
-- Hundvig, on TMP
Their (sic) was a rather disturbing game set up in
the hall outside the room where my game was played. A large
table was set with pleasant mushroom shaped buildings in pastel
colors and small white bunnies filled the streets. My next
time past the game master was asking if player was going to
use his sword or throw bombs at the bunny in front of him.
Sounds like a great game. -- "termi-nate" "Historicon 2004
Report" on Brain
Cylinder
"And
I wondered about Walt's sanity when I happened to pass his
bunny game at Historicon, where he loudly announced to the
gathered children to, ".. pull out your knives and stab
them..." Right. I want Walt watching my child after that
one. Nice. I would say the average age of the boys and girls
gathered around his table was about 8 to 10 years old. Now,
aside from his questionable judgement when dealing with children,"
-- Mr. James McGaughey, HMGS Issues and Answers Yahoogroup
(For
the record, Mr. McGaughey is incorrect-- he misquotes part
of the description of melee combat to turn me into a monster
here. At the time, he was attacking me on another issue and
this was just icing on the cake to make me look like a nutball.
I'm a loving father, counselor, scoutmaster and soccer coach,
so I think somebody out there trusts me with children.)
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Here are
a few pictures from my Friday Night game at HISTORICON 2004
Here are a few more,
provided by Brett Abbott
(and many thanks to him)
1. Detail of the Bun-Bun
Village
2. Detail of the Bun-Bun
Village, near one of the Ponds
3. Walt (me) running the
game.
SERGEANT SLAUGHTER IN BUN BUN LAND.
Sergeant Slaughter and his gang of not-so-elite Galactic Patrolman
have pursued their evil alien foe through a spacetime portal
on a derelict spacestation. Now they are faced with a situation
outside of their experience and training-- whoever these critters
are, they surely don't look like the evil Vilssh they are
pursuing are supposed to look. Of course, nobody's ever
seen the Vilssh, when you get right down to it.
So I suppose they could be evil aliens. To top it right
off, the warp gate's power cell is shredded. The only
source of power is a throbbing ziggeraut outside of the village.
Like it or lump it, fate has given Sergeant Murray Slaughter
the role of making historic first contact. They will
need that power to get home with. How will he do?
THE GREAT BUN-BUN LAND DEBATE!
For several months on the Society of the Daisy Yahoogroup,
a battle royale raged in miniature over the very idea of throwing
this game. I was actively asked NOT to.. and told it
was a horrible concept, and compared to Nazis, abusive prison
guards, and everything but Josef Mengele.
Read the gorey details here
RULES
Machismo
Science Fiction Skirmish was a chaotic set of science fiction
skirmish rules I wrote for this game. I literally printed
them out the night before the con so they weren't exactly
'fine tuned'... Here are some features of the rules:
Activation
by "Go Fish" (random card picking to generate
an activation number.
RPG style skill levels, and not many of them: Shooting,
Fighting, Communications, Wrenching, Leading. Roll
versus skill level (ten sider) to get a result.
Lots
of cards: I love card mechanics, so there were several
card based submechanisms in the game-- KILLABOT2, cranky but
loveable assassin droid, is programmed using a series of plain
english "command cards" that are drawn randombly
and played in any order you like.. "Killabot, go
forward! Killabot, left! Killabot, KILL!" You could
also attempt to communicate with the bunnies (this is a first
contact game, for God's sake) using a special set of Communications
cards (you had to roll vs. Comms to make the attempt). If
the right series of icons are generated in sequence, you get
a clue about the nature of the bunnies.
Hidden Powers: The rabbits all were color coded on
their bases, and there were several different skill sets:
Greeter Bunnies, Groomer Bunnies, Mental Bunnies, Feeder Bunnies,
and two very special bunnies that could possibly communicate
in plain Galactic. The thing is, I didn't know where they
were, because I asked the players to put them out on the table
without looking on the bottom, in random order, while I was
setting up.
In general,
I was pretty happy with the results, and I handed out Rabbit's
feet to all the players as a special prize.
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