6th
Feb10
By Sebastian Hickey
In the third of the Warpcon XX playtests, I talk about a six player session of Hell for Leather.
The table was rammed full of creative beacons. Armed with the Gaelcon convention director (Andrew Coffey), my chief playtester (Daniel Klein), Warpcon troll (Ger Mulholland), two IGA GMs (“Hudson” and “Gogz“) and myself, we were ready to blast the game beyond its intentional scope. It was a pleasure just to absorb the whirlwind of happy ideas. After half an hour of give and share, we ended up with a battery of wonderment. Hell for Leather Steampunk?
Setting: Steampunk, 19th century experimental science
Adversary: Bavarian Tyranny
Gore Threshold: 5
Connection: Project Thunder (Science experiment)
Drop-Off/Objective: Geneva/Castle Hybridine
Checkpoints: Steal the Iron Falcon, Destroy Castle Centinel, Start a Lightning Storm
One of the reasons I love Hell for Leather is that you end up with characters like “Igor, the negligent Igor,” or “Werner von Hofstadt, the arrogant electromagnetologist,” and there are rules to support their flaws. Ah, the joy of genre gaming!
The first Checkpoint was the clumsiest. The players took a couple of minutes to get a feel for narrative control, so there was some trickiness in stitching scenes together. Nevertheless, we persevered, and by the time we boarded the Bavarian war zeppelin, the game was coasting smoothly. The second Checkpoint was hilarious. We had to destroy the Centinel, a gigantic steam-centipede with a city on its back. The solution involved Igor, a big missile, and some rope. Ger Mulholland, who played Igor with reserved brilliance, toppled the Heat stack and incurred himself a wound. Using his Flaw, he narrated how Igor rode the missile toward his target (a la Dr. Strangeglove), forgetting to attach himself to the safety cord (a rope tied to the zeppelin), and leapt into the canopy before his iron steed exploded. Thankfully he survived. For now.
Cutting to the end, let me say there was some freaky shenaigans from the “sleazy engineer” (with robots and a kind of cock wrench), some brutal moments from the “obsessive disenfranchised coal baron” (with courier delivered granny bombs), and some glorious triumphs for Igor (just so he didn’t have to rearrange all the cannons in the castle, he persuaded the army to attack from the other side).
Finale: Find out the Titan’s weakness, Get into the Titan, Kill the Titan’s captain, Take off in the electric castle
Not many of the playtests reach the Finale (the mini-game at the end of play). It’s a measure of this playtest’s success that we made it through. It was a legendary piece of gaming. We all died, of course, but Andrew Coffey survived to the very last pip. There was one roll left. If he made it he would have lived on. If he failed…well, he did fail, and got chopped up by an army of uncontrollable automatons. Sniff.
Result: It wasn’t gory, bloody or dark, but it was great. I didn’t have much time for feedback, as the convention hall was coming to a close, but I got the impression that the guys enjoyed the experience. Two of the players were explicitly interested in playing again, and that tells me that things are getting better. On reflection, the more I understand what about the conflict resolution makes this game fun, and the more I leave the rest up to the people at the table, the better the experience. Player investment = enthusiasm.
Rule Revision: We got a chance to test the Aftermath system[1] with a large group of players. The benefit was that individuals were singled out to spin new narrative after Events. While this on-the-spot attention sounds aggressive, it’s actually a great way to draw shy players into the narrative. The whole “what now?” phenomenon had vanished.
New Rule: The Flaw “sleazy” doesn’t work. It has been hacked form the game. No other rules were changed. Does that mean we’re nearly ready to publish? How exciting.
1 A system to direct narrative control after events are resolved.
I wish I was there. World building in Hell for Leather looks brilliant. Just think of the freedom of artwork!! Hell for Leather: Anytime anyplace with just one rule, you’ve got to run and you’ve got to run fast.
It’s a pretty fun experience. I’m looking forward to busting the genre completely in that Lord of the Rings style session we talked about.
I still wanna play sneaky orcs. Itzacon, here we come!
I had a real fun time play testing this game with a couple of my friends this past weekend. We had a Garbage Truck Driver, a Bar Owner and a Priest. Wouldn’t you know it that the Priest almost made it to the end of the show. We had a lot of fun with the “Spotlight” segments of the game. One thing we changed was that when one of the guys would die we just created a new character that “The Network” dropped off. Death scenes were amazing in this game. The Truck Driver was killed by a flamming Jeep falling on him. The Priest was sucked out of the plane and all that was left was a Priest skin suit. I must say it was a great time. The rules were easy to understand for the most part. Keeping tack of “the Pips” was a litle hard at first but we got used to it. Let us know when the offical release is out!
Hi Jay,
I’m guessing you were playing with Mark over the weekend. There couldn’t be two death-by-air-pressure moments in two separate playtests! Thanks for posting your thoughts. I’m certainly intrigued by the insertion of new characters mid game. Was it really that hard? I think that once the next version, with diagrams, is released, you might not have such a high death toll.
As for Story Pips, I think they also get refined in version 1.04. I look forward to hearing your opinions on the new release.