Cascadia Militia

Hello to all the new fans from OrcaCon. We had a blast running Catalyst games and playtesting Drink! in the bar (using all 2,000 coasters we supplied ). It was excellent to meet so many awesome people and see some friends from events past. Special shout-out to Jen Page for insisting we make Catalyst characters over wine and spawning the hilarious meme of "Jerry the Floppy" (a prisoner the group murdered to escape jail and kept as a souvenir). The positive reception we got for both games warmed our hearts (compensating for the lack of heating in the CPG office). To that end, there are a couple of things we wanted to follow-up on.

First, we're going to start a weekly drop-in Catalyst night. This would be a GM leading their campaign with mostly the same group then rotating to a new storyteller after a few weeks. To start, we would be extremely happy to finish any of the Runaways of Rehabilitation campaigns we began at OrcaCon. Help us schedule this event by picking the day and place.

Second, many people asked about the leather-bound Catalyst book we had. Despite warning this process is probably more expensive than you would expect, there was still a great deal of interest. We will look into that cost and add it as an option to the Catalyst Purchasing page. If you all want swag, we are happy to provide.

Finally, we received feedback on some layout choices for our Catalyst character and reference sheets. We are looking into tweaking those based on some suggestions. If you want to make sure your voice is heard, please contact our Catalyst lead at alex@cherrypickedgames.com. Expect a player app patch with usability tweaks soon too. App feedback should go to kaylee@cherrypickedgames.com.

Thank you for a wonderful experience OrcaCon. The Cascadian tabletop community is outstanding and we are honored to be a part of it. 

Keeping Players on Point

OrcaCon is this weekend and we here at Cherry Picked Games are hyped to once again be presenting Catalyst to the masses. We are running both quick demos and full-length sessions. While we love conventions, they come with a time-limit caveat. Role-playing at home means your games can end naturally. Scheduled games mean we have to pack up and get to the next group of players. We have to maximize everyone’s enjoyment for that small block of time. Of course, those lessons are useful to any session, so we will share our tips on keeping players happy and moving. We are expanding off of our “Pacing” article, which was written under similar circumstances, so check that out first if you have not already.

Never be afraid to gloss over rules in the name of progress. As the game master, you should be familiar enough with the system to handle normal play. Standard GM-protocol is to make a judgement call when a weird scenario arises. When play needs to be fast, expand this mentality to the numbers and effects within the mechanics. If a player looks at their character sheet and says they cast Illuminate rank 2, looking up how big the light radius is wastes time. Players can look this type of information up while others are talking. If you ruled incorrectly (like if you said the spell is 3 meters instead of 2), correct it next time.  This way, you maintain the scene’s tension and you even provide things for inactive players to do. Above all, avoid retconning your decisions (do not change a scene’s history based on a rule lookup). Redoing a scene destroys momentum and wastes everyone’s time for no real benefit. “Fairness” will not be remembered after the game ends, only the action that took place.

Keep the same progress-first mentality to player interactions. Player discussion of the game is excellent. Games are about choices and evaluating those choices is paramount to the role-playing experience. While you can place pressure on players to decide quickly, thus increasing the tension, that is not the type of player-communication you should feel inclined to speed up. Players discussing things outside of the game is the problem. Anecdotes, Simpsons quotes, events from past games, anything outside the world of your game can be highly detrimental to play. They also make players laugh and enjoy the experience. Use a light touch here to ensure you are not cutting off people’s fun to play a game. If someone is excluded from a meta-conversation, switch your GM-focus to them. That switch not only brings new voices into the game, but realigns the focus back into the universe. If everyone is disengaged from the game, evaluate the situation. If the in-game action is low, you need to advance the plot. Jump ahead in the story to where players get to make interesting choices. If the players are easily distracted regardless of the game, remind them of time restrictions. Everyone is playing a game for a reason: they should want to progress as much as anyone and might be oblivious to how much time is passing.

Progression needs to be interesting. Advancing the story should yield deep moral conflicts, intense fights, and problems mandating ludicrous solutions. In the “Pacing” article, we discussed keeping combat scenes tight and relevant. The same applies to any scene. Rolling a skill check implies chances of failure and success; ignore the meaningless checks. Talented acrobats should be able to easily vault over a fence, so why waste time with a roll? Also avoid repeating checks. Rolling a stealth check at each hallway intersection may make sense mechanically, but greatly slows down the game. It also negates the meaning and accomplishment from earlier checks. Let players’ actions have consistent weight. If they sneak into the compound, great. Let that stand instead of forcing a player to keep sneaking. If players could potentially fail at different points in the scene, have the single roll determine where that failure happens. Low stealth checks mean the player was discovered early; near-misses imply being spotted at the last minute. One check paired with compelling narration lets the story move on and the players feel content with a single result.

All this momentum-driven gameplay is great for groups needing to finish fast. Of course, you and your players may have a more relaxed schedule. The ebbs and flows in excitement make an enjoyable evening of laughing, joking, thinking, fighting, and getting the most out of a game and your friends. When you need to relax and not be fully-invested in a game, do so. When you are on the cusp of an amazing scene and need everyone’s full focus, use these tips to heighten the action. As always, enjoy the game how you want.

Catalyst Second Printing

Catalyst will look like this when you unbox it. Demons sold separately.

Catalyst will look like this when you unbox it. Demons sold separately.

Catalyst is back in stock! Just in time for OrcaCon, we have another 500 copies of Catalyst in our office. The new year is off to a great start already.

There are a couple minor changes between Catalyst versions. First, the box set now comes with a small box for your card deck. If you have the original version and want a box, we have a few extra. Message us to get one. Second, the manual has been updated with the errata. If you have the original version (either print or PDF), you are entitled to a new PDF. Contact us and we will send you the up-to-date PDF. Let alex@cherrypickedgames.com know.

Thank you to PrintNinja for the cards, Guided for the outer boxes, AlphaGraphics for the manual, as well as packaging the final product.