Super-Mega Apocalyptic Misery Farm On-The-Road Review: Aftermath!

Pairs well with: the blood of rival gangs mixed in with some post-apocalyptic moonshine.
Brutus rating: 8/10 for backstabbing

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It’s almost a year ago now that UFOs were last sighted in the skies over the Misery Farm for our second play through a Watch the Skies event, and in that time an awful lot has happened. The world turned. Our Prime Minister was accused of the kind of scandal that satirists dream of (#PigGate #NeverForget), and America lost its collective shit and voted for an orange balloon in a wig to run as Republican presidential nominee. Our long-time RPG matriarch, occasional guest correspondent and one-time GNN news reporter has had a small “human” baby (All Hail).

Oh, and the apocalypse went down.

Our story today really starts sometime in March. Zane Gunton, organiser of Bob and Lizzy’s first Watch the Skies (and indeed their first Megagame experience) had another game in the works and was looking for teams of three to live out what happens in the South of England after the world has ended. Aftermath is set some time after capitalism has fallen, society has broken down, and the snows of a winter long enough to do Westeros proud have finally started to melt.

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Bob, Lizzy and Briony practically fell over themselves in excitement once it dawned on them that finally, after all these years, this was their chance to live out their mad, anarchist, Amazonian death-warrior fantasies. They’d survive the apocalypse and they would do it in true style, god dammit.[i]

This Megagame was hosted, unlike our two previous experiences, somewhere actually pretty accessible. It was in the centre of a town, in an large bunker-like room. The good people at Southampton Guildhall would probably resent that comparison but they’re the ones with a shabby basement-level ‘suite’. Rumour has it that the room was one of the more expensive parts of the endeavour, but where better to host the Aftermath of the apocalypse than a subterranean grotto?

It even came with a passably-stocked bar, which let us buy booze more cheaply than normal at the very reasonable and restrained time of around 1pm (with the excuse that red wine looks a bit like the blood of your enemies). They could clearly tell that we weren’t the kind of, fancy, business clientele that normally meet in the city centre’s guild hall. Not sure how, but it might have had something to do with the (fake) blood smeared across our faces or the leaves stuck in our hair (what? That’s just how we normally wake up on Saturdays.)

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We walked in bright and early (so, so early), into a really well set-up room. Tables were covered in maps and there was a lot less prep to do beforehand than previous Watch the Skies events. Bob nearly lost her mind when she saw that the maps were proper Ordnance-Survey ones because that bitch is crazy and really, really loves maps.

To get into character we started by greeting everyone who came near us with a cheery smile and the phrase “death to man”. Of course, the only people allowed to approach our table at the beginning were control, who quickly pointed out that they weren’t male at all but just nebulous god-like beings there to impart wisdom and make the game work. They escaped our wrath.

The next person who came by our table was the event photographer who, rather than being terrified by our sharpened nails (yes really) and spatters of gore was deeply entertained and gave us badges emblazoned with the motto ‘Stop Harrassment in Gaming’[i]. Which was lovely, but didn’t really convey the kind of terror we were hoping to inspire. Luckily we could let our barbaric blood-thirst flow free once the game started.

DSC_0690_Fotor.jpgOur theme was, to put it mildly, heavily influenced by raging death cults. The apocalypse hit us hard (as it had everyone) and driven us to some rather extreme methods of survival. Old Lady Lizard (Lizzy) had amassed a group of female followers and preached to them about the cause of the end-times: not just capitalism but its patriarchal roots. Death, destruction and madness brought Nameless B (Briony) and Crazy Bob (Bob) into the fold and, in our insanity, we concluded that the only reasonable response was retribution and vengeance to the male puppets of patriarchy for bringing about disaster.

Gameplay was actually really good, and one of the best ones we’ve experienced in a Megagame yet. Although it took us maybe a turn to get the hang of things, it was actually quite simple. We had cards representing resources and people, and it was our job to use them in as creative and effective a way as we could. Given cards representing groups of survivors who’d joined our cause, we named them “The Valkyries”, “The Matriarchs”, “The Harpies” etc. We had a great time.

DSC_0673_Fotor.jpgWe could place cards on our own board to determine what we’d do locally in our home base of Arundel Castle (a real castle about an hour’s drive from where we live and an excellent defensive fortress)[ii]. A controller would come round and together we’d explain and work through what the units were doing, be it gathering supplies, fortifying the castle, or cutting down trees. ‘Housekeeping’ was also an option. An option which we ignored.

Resolutions were conducted using a method we can only describe as ‘Blackjack’. A controller would decide what kinds of numbers we’d need to aim for, what difficulty we were at, and we’d play a mini round of Blackjack. This was great as not only did it combine elements of luck and personal decision-making, but Blackjack is Bob’s favourite betting game.

Bob: We’d better play it safe and hold it there.
Lizzy: That doesn’t sound like us.
Bob: (shocked) Wait, you’re right! That doesn’t sound like us! HIT ME!

DSC_0692_Fotor.jpgThe other main thing to do in a turn was, of course, to leave the castle and go out into the surrounding area to kill, maim, and loot. This was done via more cards (that represented our bands of survivors, our supplies, any weaponry we might have, etc) and written instructions, complete with details like co-ordinates of where we were heading. After a few misunderstandings and mis-readings (controllers are, after all, only human) Bob took to writing the instructions in block capitals with copious underlining.

This was where all the maps came in. Our tables were each supplied with a map of an area in the South of England, along with markers describing some local information. If we wanted to go somewhere, we had to decide where, how, and how long it would take. This more realistic approach is one of the ways in which the gameplay was really intriguing. We couldn’t just make up places we were going, or be vague, we had to actually choose somewhere real. We had to consider terrain (roads, in the post-apocalyptic South, are clogged with abandoned cars and near-useless), buildings, and which places would have the kinds of supplies we were after without being too full of homicidal locals.

DSC_0689_FotorAll of which worked in our favour during what’s now being lauded as ‘The Great Victory’.

Apparently our approach of raiding parties, killing sprees and general unwillingness to civilly interact with our neighbours had not gone unnoticed. A lot of the rest of the room (playing as the government (‘Gold Command’) and local law-enforcement (‘Silver Command’) had actually done a pretty good job, it turned out, of trying to bring society back together. There were regular news reports on the radio (that signified when a new ‘turn’ in the game began), apocalypse-proof farming initiatives, safe-zones, and capitalistic enterprises springing up all over the damn place. The army and the police had, pretty quickly, been despatched to sort out the havoc going on around Arundel Castle.

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Action shot: Gold command telling Silver command eliminate The Morrigan.

You know that shit is about to go down when half a dozen green-shirt controllers all surround your table at once with a couple of the guys from silver command. One (whom we recognised as the Military Advisor for France during our first Watch the Skies. His tactical skills had clearly helped him survive the great apocalypse) was wearing a police hat and a stern expression. Zane ‘Megagames’ Gunton himself broke the news that there were tanks and approximately 200 people approaching the castle fortifications.

Unluckily for us, we actually had no weapons beyond some mediaeval stuff we’d picked out from the armoury and some medical supplies. We’d sent our only rifles off with our original hunting party (who had never returned). The tanks were well-equipped and heavily outnumbered us.

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The sole survivor of the hunting party. So crazy she’d been named by the controllers themselves.

Luckily for us, we were a band of insane warriors who had spent much of the previous turns erecting even more fortifications than the castle already had.  Briony had in fact insisted that we block the only susceptible part of the castle seen as we had some spare builders and a lot of trees lying around. Also, as a storm was raging in-game, we had brought all our survivors inside the castle walls and they were ready to dispense some guerrilla defensive tactics. Also, did we mention we had a fucking medieval castle. Those things have been around for literally years.

The poor attackers weren’t quite sure where to start. Here’s a transcript of how some of that went down[iii]:

“Er, we get take up a good position and start firing at the castle.”
“You can’t just say you take up a good position. Where?”
“Ok, er, here. This high ground. *gestures at map*”
“That’s more than two kilometres away. Your mortars would be useless”
“Oh. Er. Here then!”
“That’s inside our fortifications. That line there is our fortifications. It’s clearly labelled fortifications” (Controller: “They’re right, I watched them build them.”)
“Damn. Er. We start from the hill and start slowly approaching?”
“Ok. You’re walking slowly down a hill, towards our fortifications, in front of a great big castle?”
“Oh dear.”
“Did we mention it’s a castle?”

DSC_0758We did have a pretty damned defensible position. A lot of the plains on one side of the castle had been flooded, and we’d done a lot of work in fortressing-up the rest. We had also dispatched some particularly fervent warriors into the forest (hereafter known as Guerilla Warfare Woods) to stage slash-and-run attacks with medieval axes and some scalpels we’d nicked from a hospital.

A few excellent card-draws later (including a straight 21) the police were too afraid to approach and the army were losing people. They withdrew. We tallied up a few more on our death-count and drank to our own victory. It was a glorious time.

We had a really good time in general. We later found out that we were having some pretty incredible luck at drawing cards behind the scenes with the controllers as well as at our table. All just part of what can make a Megagame really exciting.

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Hi, welcome to Arundel Castle. *turns to controller* We attack him.

Our isolationist approach did mean we didn’t get much interaction with the rest of the people in the room and thus had a fair bit of dead time as the poor controllers rushed around trying to resolve everybody’s plays at once. In fact, the first and only interaction we had with another party was a small band of traders cautiously approaching our table. The travellers were represented by one guy who we’d seen across the room talking to a lot of the other groups. Naturally, we immediately attempted to kill him. He got away (thanks to some unlucky card draws) but dropped some awesome stuff (stolen rum goes great with human flesh). He had then later alerted all of the other groups, and silver command, to our hostility thus beginning their plotting against us.

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Even team Madmax needed to do some serious planning.

We once heard someone run over to a table and say “Wait! I’ve just realised that that is the most suspicious thing I’ve ever heard. Did you say a unit of 29 old ladies walking by with zimmerframes?” which kept us amused for a while. Otherwise we didn’t find out much about what was going on in the greater game until the summaries at the end. We even heard the same problems from some people who were actively trying to find other groups, so perhaps the game was spread out over slightly more land than was ideal or the players were wildly under-estimating how far and how efficiently they could travel.

 

The summaries at the end are always one of the best parts, bringing together the stories of what had been happening for all of the different groups, and really giving everyone an understanding of how their actions actually affected everyone else.

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Team Apple. Appling away.

Some of our favourite other-group themes included the return of capitalism from Team Apple (who brought WiFi and radiation-resistant technology in the form of the ‘iPocalypse’ to the wasteland), the cannibals who only managed to kill around 6 people (psh! Our kill count was nearer 70), and a group who were on a stag party when the apocalypse happened, and just kept on partying. Their table was decked out with Hawaiian flowers, cocktail glasses and pineapple juice, and a large part of their end-game was devoted to throwing a party big enough to invite all the survival groups in the South. In the words of their controller, “their star is burning very brightly but I’m not sure about their long term strategy for survival,” which sounds like a nice way of saying ‘they’re playing a good game but they’re all going to die soon’.

DSC_0731.JPGGold command had apparently had a fantastic game, but the disconnect between what they were doing and what the survivors were doing was enormous. They had no idea of what we were doing and we had little idea of how well their mandatory ID cards and ‘education’ policies were going. Amusingly, the silver command in control of our area (whose attempted arrest of the Morrigan had gone so disastrously poorly) had decided that Gold Command were fascists and seceded from the government in the final turn.

Oh, and there was apparently a ‘Cult of Bee’ people.

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Discussions with a controller. Yes, that is a death count on Lizzy’s arm.

As for your noble reporters, our game also finished on a pretty good note, though we felt a lot like the game had run out of time before really getting to the finishing point, especially as our final orders weren’t resolved before time was called. One, maybe two more turns and the shit would have really hit the fan. There was not just one, but two large groups of people heading towards Arundel Castle. The army had returned with reinforcements, and … a strange band of old ladies were on their way with homemade bombs. The two sides would, we assume, bump into each other and end up fighting each other instead.

This was particularly amusing news for us, since (predicting this kind of reprisal) we’d secretly abandoned the castle a couple of turns ago, and all of our forces were out raiding the towns and farms around Littlehampton[iv]. As a distraction Briony had spent several turns constructing some trebuchet’s for the inevitable second wave attack on the castle, and had left the builders there to (wo)man them. May as well get some medieval siege-killings in while the rest of our survivors were racking up the raiding party’s kill-count, right?

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Organising your raiding parties should always be done with hands stained with the blood of your enemies.

We can’t thank the organisers and the controllers enough for putting up with our mad ways. It’s definitely an amazing Megagame, and one that we highly recommend to others if it happens again. We also can’t even begin to thank Zane’s wife for making apocalypse-proof cakes, which were distributed around the halfway point of the day. Those lemon drizzle cakes were boss.

The real winner, as always, is cake gaming.

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The ‘tactical’ spillage of coffee over the flooded marsh land. Gee, Ordnance Survey maps are so realistic!

[i] And by ‘style’ we of course mean ‘soaked in blood’.

[i] Inspired by the case of Emily Garland in table-top gaming.

[ii] Not only is Arundel Cast a real castle, but it’s actually owned and sometimes lived in by an earl or duke or something. This pleased Bob immensely as the implication was that the Morrigan would have killed and eaten him in order to gain access to his sweet medieval armoury.

[iii] Drawn from not-at-all biased memory.

[iv] A plan which Briony had great difficulty with, since she was having a very hard time listening to her roleplaying side over her highly trained strategy-game side. BLOOD AND DEATH TO ALL, but you know, while maintaining an impregnable stronghold.

Event Review: Global Game Jam 2016

Pairs well with: Stress and energy drinks.
Brutus scale: 0/10 – it’s all down to your own planning, kids.

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Courtesy of GlobalGameJam.org

This week The Misery Farmers are excited to tell you our experiences with the Global Game Jam 2016. Well, Briony is, because she was the only one of the three musketeers to actually have the time to take part this year (curse you, academia *mutter, grumble, mutter*). Despite this we are fairly confident that she, at least, has thoroughly flown the board game flag at this international event.

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Team Misery is GO!

Global Game Jam is the biggest game jam in the world, where individuals, groups and companies from around the globe are challenged to make a video (or other) game in just 48 hours. Their website likes to think of it as ‘a hackathon focused on game development’. The game must be playable to others by the end of the event, and must be loosely tied to a theme. The theme for 2016 was ‘ritual’. Teams may be of any size (including being on your lonesome), and roles are not constrained. You can have musicians to create music, artists to draw up some designs, hard-core programmers who write the gritty stuff… And Briony to be hungover and eat flapjacks.

Luckily for Briony, she had a partner in flapjack crime, Chris*, to help share the load.

Game Jam has many regional venues where people can take part**. Fortunately, the University of Southampton, where all of The Misery Farmers are current PhD drones researchers, is one of them. This really takes the hassle out of the ‘international’ nature of a global event.

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The event kicks off on Friday evening with a series of introductory talks and meetings with the people you’re going to be trapped in a lab with for the entire weekend. For our event this included a well prepared organisers’ talk about what to expect (stress), and what to aim for (less stress?). Good job Southampton organisers.

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Boss Alien’s advice – ‘remember to shower’

Following this there was a talk from professional video game designers Boss Alien, who have a strong track record of taking part in the GJJ. They provided us with insider knowledge based on previous experience in other jams. Finally, the video produced by the organisers of event themselves showed a series of talks from game designers around the world showcasing the work that they had produced. At the end of this video the theme was announced.

The rest of the evening was spent networking with fellow jammers to get an idea of teams.  What ideas would people have? What sort of media did they want to make? How succinctly could they explain their ideas? At the end of this people should ideally form some groups, and have a loose idea on what they wanted to do. Briony was keen to assemble a crack team who would be very good and also not notice when she occasionally took a cheeky nap. A tough ask.

Briony and Chris (Briss?) had decided that they wanted to make a board game. Stage one complete. But what about? They brainstormed some ‘ritual’ ideas… and concluded that, both being children of academia, it was a totally ridiculous and depressing area to be in. Is that what they meant by ritual? Let’s say yes. Well then, stage two complete. Ace.***

Now, to decide how they wanted the game to play.

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Paper-calypse

2 hours later they’d come up with a basic first draft of the game, in a glorious multi-layered white paper format, which we’ll have you know was definitely meant to represent the white-paper format of academic treatises and not the lack of other materials.

The concept was to complete ‘project cards’ which were worth varying victory points at the end of the game. The cards ranged from rubbish conference papers, to journal papers, research bids, and the all-powerful thesis (that’s where the fantasy element comes in. We all know that theses are the most worthless academic document of all). Each player would begin with a starting job role which had different starting resources. At four points throughout the game, each player would be forced to pick up an event card, which described an undesirable situation based on real academic life. With a little bit of artistic licence, obviously, since an accurate depiction of your supervisor giving you a withering look and asking what exactly the point of your research is would ruin the light-hearted spirit of play. (What are we doing with our lives?!) You would have to complete your event cards** before being able to move on and complete further project cards.

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Strategic pins replace lack of meeple

The resources of the game are collectable through worker placement on four dials****. Briony and Chris (and the rest of team Misery) had figured that deciding what the resources should be in the first place may actually be the hardest part of the game designing process. In fact, it turned out to be the quickest decision that they made all weekend.

‘What do all postgrads, lecturers, fellows and professors run on?’

‘Uh… Coffee. Postgrad labour for marking and demonstrating. Grant money or funding. Annnnd…’

‘ – Sleep! Sleep is the premium resource in this game. Done.’

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It almost looks like a game if you squint…

And so the second draft of the game came about, complete with spinning ‘cogs’*****. Now was the perfect time to try a play test, especially after much of the advice we had previously been given was to play your game at the soonest possible point in time. The idea was then to refine what you had for the rest of the weekend.

The first play test started off slowly, as Briss had deliberately left some spaces blank in order to add to as the game went on. Throughout the game they were able to discuss with the other players and themselves to get a better idea of the different strategies people may use. Based on that they could scribble on the paper draft copy of the game, and amend things as they went.

Academia: The Game going a hell of a lot better than Academia: The Reality. No tears, no existential crises, no waiting three months for your supervisor to email you back before you can move on to your next task. Bam!

DSC_0384After much tweaking, the first play test actually went well! They came out with a better functioning game (would’ve sucked if it had just got worse) and so they were able to turn their attention to the graphics and other features that needed work. By the end of Saturday evening they had a range of fully written and themed cards ready for use, and had worked out what they wanted the board to end up looking like.

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Chris’ beautiful cards

Sadly, Briony had other commitments on Sunday but our faithful friend Chris ploughed on diligently. He refined more graphics, and did yet more tweaking. By the end of the weekend Team Misery had an OK magnificent game to be proud of, and have plans in the near future to fully finish off the game. Stay tuned, board gaming world, you may yet play our very own creation.

The game jam itself was a pretty rad excellent experience. We learnt a hell of a lot about planning and timing. We also really began to appreciate the sheer amount of effort that goes into every single detail and decision of a board game.

Seriously, board game designers, you guys are doing an amazing job and we sure do appreciate it.

The real winner of the day was gaming itself.

If you’d like to see any of the video games that were produced, you can find them on the Global Game Jam site.

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SotonGameJam2016 organisers being proud of their orgnaising (sourced from @sotongamejam)

 

* Not to be confused with Friendly Robot Boyfriend Chris.

** And in a lot of cases actually stay at the venue for the full 48 hours.

*** Some examples of our event cards are listed below:

‘Your University decides to ‘reward’ you by asking you to be the one responsible for a new course. After realising that literally nobody else in the department wants anything to do with it, you decide the only way to move forward is to blackmail your colleagues with photos from the last Christmas party. Lose two sleep resource tokens as you move around at night, intimidating your peers.’
‘Your most recent peer reviewed paper has made reviewer number two so angry he has transmorphed into a manticore. He is now pillaging the local villages, showing no sign of stopping his killing spree. It is your responsibility to intervene with reviewer two and calm him down. Sadly, your calming words have no effect and you are forced to distract him with some students. Sacrifice two student labour resources.’
‘Your superior finally succumbs to the pressure of overseeing a thousand projects at once. Once the ambulance leaves, you suddenly realise it is your responsibility to take over their job. Lose all your coffee, and call an ambulance for yourself.’
‘The co-author you were writing a killer paper with has mysteriously gone missing. You can’t seem to contact her through messenger pigeons, and her students haven’t seen her in weeks. Bravely, you decide to search the nearby settlements for any trace. After trekking through forest you stumble upon a dank and intimidating cave. You see remnants of clothing strewn about, and a large amount of blood. Your fears are confirmed when you find a severed arm, still grasping the draft paper. She didn’t even manage to finish writing the abstract, the MOOSE. Loose one sleep resource from the horrors you have seen.’
'Some poor fool has asked you how your research is going. Try not to cry. Pay two of any resource.’

*** Lizzy had, in fact, had a conversation with someone about a week beforehand about the possibility of an academic board game. She’d interpreted as some kind of horror-theme, and maintains that the game should have basically ended up a lot more similar to Arkham or Eldritch Horror.

**** Much in the style of Tzolk’in.

***** These were just paper with a pin poked through them, with some blue tack added to the pointy end. Sadly the game jam didn’t have any card available for the creation of board games, but we can forgive them.