|
Celebrity
Game Table
Operation:
Deepfreeze - A
Montecon Adventure
By Will McDermott

The
Players Speak
Want
to know more about the players of Montecon's "Operation Deepfreeze"?
Here's what the participants had to say about their roles and tactics.

Dan
Kaufman (Commander Talbot Ricks, human)
Who
are you?
I'm a
customer service rep and one of the top Magic rules experts in
the department, as well as an original playtester for the third edition
of the Dungeons & Dragons game. I've played D&D
since the late '70s. I have written numerous magazine articles (for TopDeck)
about the Doomtown, MLB Showdown, and Magic trading
card games. I also wrote the adventure "Snow Job" for Star
Wars Gamer and a Star Wars web adventure featuring some items
from The Secrets of Tatooine sourcebook. I am currently working
on a D&D supplement, The Book of Challenges, with Mike
Selinker, Gwendolyn Kestrel, and Skip Williams.
What
did Andy tell you about your character before the game?
Andy
told me that Ricks was a leader that tended to second guess himself. He
also said that I had a loyal soldier (Owen) and that my first officer
was usually right, despite the fact that he tended to question my authority.
I was then briefed about the mission in general.
How
did this information affect your roleplaying?
Second
guessing was a shoe-in, since I therefore figured I couldn't make a mistake.
If there was a mistake in the game, it was roleplaying whether or not
I intended it to be. The leadership role came naturally, of course.
What
was the coolest moment of the game for you?
I don't
know about a moment, but I enjoyed watching Owen (Lt. Ozrick) miss so
many die rolls, from a roleplaying stand point. Here was a guy trained
for combat and loyal to the end but he just kept missing. I also liked
it when Chris (Secondhunter Goroch Khefaroth) realized that the sorcerer
(Lt. Prefect) was flying the ship and decided to stab him to stop the
mission.
Tell
us something about yourself that's not public knowledge
I've
written several screenplays, one of which is registered with the Writer's
Guild of America. I just finished a play about a guy who bases all of
his adult relationships on this perfect girlfriend he had in second grade.
I never
dream about people I know.

Will
McDermott (Lieutenant Yuri Prefect, half elf)
Who
are you?
I'm the
executive editor for the Online Media department at Wizards of the Coast.
Previously, I worked in the periodicals department as senior editor of
Duelist magazine and then editor in chief of TopDeck magazine.
I have written trading card game guides for both Magic: The Gathering
and the Pokémon TCG and have a published short story (with my wife,
Daneen) in The Myths of Magic anthology. I am currently
writing a Magic: The Gathering novel entitled Judgment that
should be out in June of 2002.
What
did Andy tell you about your character before the game?
Andy
told me that I was a half-elf, but considered myself to be full elf, and
that I knew I was a better leader than that fool Commander Ricks. As second
in command, my character also thought that Ozrick needed to stay in his
place and that the halfling was not even worth my time.
How
did this information affect your roleplaying?
I usually
play a pretty congenial character, being a pretty happy and cooperative
person by nature. During "Operation: Deepfreeze," I looked down
on everybody and made sure they all knew that I was superior, snapping
at both Owen (Lt. Ozrick) and LJ (Private Horsam) whenever they got "out
of line" and making snide comments about Dan (Commander Ricks) any
time he spoke. (Okay, that wasn't too different.)
What
was the coolest moment of the game for you?
When
Ed saw the alien creature scuttle out of the "eye" (the front
portal of the ship) and dart behind the rocks. He told Chris what he'd
seen in gibberish, but when Chris turned to us to translate, he said,
without a moment's hesitation, "The great face beckons." At
that point, we all knew for sure (the players, not the characters yet)
that Chris was a traitor.
Another
great moment happened at the end. After Ed knocked out Chris, we tied
up the traitor, and then Ed administered a couple healing potions to bring
Chris back to consciousness. Apparently Ed's character had threatened
to toss Chris's character out of the ship if he had been lying. So Ed
got Chris conscious just so he could haul him up to the portal and toss
him out of the ship, thus keeping his word. It was, perhaps, the most
gruesome moment in gaming I've ever witnessed.
Tell
us something about yourself that's not public knowledge.
I once
placed an ad in Dragon magazine (about 10 to 15 years ago) for
a self-published RPG guide called How to Put More Character in Your
Player Character. I sold about 20 copies, which I think paid for the
ad, if not the printing costs of the book.

Owen
Stephens (Lt. Marcus Ozrick, giff)
Who
are you?
I'm
a game designer in RPG R&D, writing for the Star Wars line.
I wrote the Star
Wars fast play game,
and worked
on the Rebellion Era Sourcebook and Alien Anthology (neither
of which is out yet).
What
did Andy tell you about your character before the game?
Lt. Markus
Ozrick is a proper military soldier. He doesn't like magic much, doesn't
approve of sneaks, and isn't impressed by primitives. He thinks the commander
is a bit young, but definitely a good man. Also, he's a giff, making him
a proper military hippo.
How
did this information affect your roleplaying?
It was
clear that the only person I'd really get along with was the commander,
and that I was supposed to take orders from him. I saw Ozrick as similar
to an English sergeant from the 1800s (the fact that he carried a musket
reinforced this idea). I tried to maintain proper discipline and order,
even when I was the only one I was giving orders to.
What
was the coolest moment of the game for you?
Toward
the end of the game, Commander Ricks (Dan) and Ozrick were facing a monster
with 10-foot reach on the back of a spelljamming ship, and right next
to us was a hole to fall out of. I had my musket ready, but felt the need
to make a full attack action, as the monster's Armor Class was too high
for me to hit very often. Unfortunately, if I took time to draw my greatsword,
I'd only be able to make a single attack. I couldn't even back up and
fire with my musket, because I'd take an attack of opportunity and I was
down to 3 hit points. So instead, I used the musket like a club. I only
hit once out of two attacks, but managed to knock out the monster, thus
narrowly winning the fight.
Tell
us something about yourself that's not public knowledge.
I'm about
to start working on the Wheel of Time game, and as a result
I'm currently trying to read all nine available novels in the space of
about a month.

LJ
Stephens (PFC Dudley Horsan, halfling)
Who
are you?
I am
a freelance artist. I work at home. Owen (Lt. Ozrick) is the game writer
in our family!
What
did Andy tell you about your character before the game?
He told
me that my character was basically the scout for the team. He was generally
a prankster, but knew his boundaries, especially when it came to Owen's
character (Lt. Ozrick).
How
did this information affect your roleplaying?
Well,
I took all this into account when dealing with Owen's character (Lt. Ozrick)
particularly. Also, I expounded the idea and assumed Horsam was a fairly
easy-going and fun-loving guy. I think I made that clear when dealing
with the hunters. As we were in a military situation, I was aware that
actual practical jokes were probably not appropriate, so I stuck to verbal
stuff.
It affected
my roleplaying a little in that I was more outgoing that I probably would
have been. Military roles aren't my bag, so I was prepared to be quiet
and follow orders for the most part. But as the character seemed to lend
himself toward talkativeness, I found myself getting on with the other
players more than I likely would have otherwise.
What
was the coolest moment of the game for you?
When
we realized that Chris (Secondhunter Goroch Khefaroth) had been duping
us. He did a great job in translations! Haha!
Tell
us something about yourself that's not public knowledge.
Currently,
I am taking a few art classes at Renton Tech in an attempt to get back
into the swing of fine art. I have been out of school for a year because
we just moved to Washington last summer. I plan to go back to college
in the fall to complete my BFA.

Ed
Stark (Firsthunter Kullervo Forothallen, uldra)
Who
are you?
I'm the
creative director for Dungeons & Dragons. I lead the team that
designs and edits product for the Core D&D line. I review much
of the D&D material that comes out of Wizards of the Coast
(unless it is world-specific or in Dungeon magazine), and I represent
the core RPG R&D team to the rest of the company and, occasionally,
to our customers. Prior to being creative director, I was assistant brand
manager and designer in the Alternity group, and before that I
was the lead designer in the Birthright group. I came to TSR back
in Wisconsin from West End Games. I've designed a host of products, and
my most recent D&D adventure appeared in the first Dungeon
magazine that used the new D&D rules. It was called "Evil
Unearthed."
What
did Andy tell you about your character before the game?
Andy
told me that my character would be a native of the planet, a "firsthunter"
(and what that meant), and that I wouldn't speak the language that the
rest of the party spoke, but that I could pick up a few phrases during
the adventure. At the table, he told me I had a trusted friend and lieutenant
(Chris's character, Secondhunter Goroch Khefaroth) who would act as my
translator.
How
did this information affect your roleplaying?
I had
to try to not listen to (or act on) things I heard most of the party saying.
That wasn't too hard as I simply tried to tune out what they talked about
and listen only to my translator's interpretations. As my character became
suspicious of Chris (secondhunter Goroch Khefaroth), it became more difficult,
because I still had to pretend to not understand what others were saying,
but my character had to try to understand, if you know what I mean.
It was
very interesting to know, as a player, very early on that Chris's character
was trying to betray the rest of the party, but to have to roleplay a
character who wanted to give him every benefit of the doubt.
What
was the coolest moment of the game for you?
On a
few occasions, as my character's suspicions of secondhunter Goroch grew,
I took Chris aside and we talked in character about what he was doing
and why. Chris roleplayed his character very well. He obviously didn't
want to lie to my character (as we both had great respect for each other),
so he couldn't really deny what he was doing -- but he couldn't explain
it, either.
At one
point, my character flat-out confronted Chris's character with the evidence
of his betrayal -- and gave him a chance to convince my character that
what he was doing was right. If he'd tried, I think my character might
actually have abandoned his motivation and taken up the traitor's mission.
(My character was very tribe-oriented, but may have prized the honor and
friendship of his long-time friend even over his sworn duty -- but it
would have taken some convincing.) But, for whatever reason (again, probably
his own honor), Chris's character did not go wholeheartedly over to deceiving
my character. At that point, we pretty clearly established that we were
on opposite sides, and that was pretty interesting.
From
then on, it became a roleplaying exercise to know that whatever secondhunter
Goroch said on my behalf, or to me on behalf of the rest of the party,
was questionable. I had to try to "work alone" to keep the rest
of the party from getting themselves killed while keeping an eye on my
fellow hunter.
Tell
us something about yourself that is not public knowledge
I have
a background in English language studies. I have two master's degrees,
one in English (literature) and one in education, as well as a BA in creative
writing. I mention these not to be pretentious (yeah, sure), but because
Andy's game and my role in it actually gave me a chance to take some of
my linguistic knowledge out for a road-test. While the only language I
can actually speak or read is English, I'm a big fan of Old and Middle
English literature, and I enjoy messing around with creating fantasy languages
that make some small amount of sense. That's probably one of the reasons
I'm a huge fan of J. R. R. Tolkien. I not only love his fiction, but I've
actually studied some of his writings on language and linguistics, and
I particularly enjoyed his translations of "Sir Gawain and the Green
Knight" and other Middle English stories and poetry.

Chris
Perkins (Secondhunter Goroch Khefaroth, uldra)
Who
are you?
After
writing more than two dozen adventures for Dungeon magazine, I
was hired by Wizards of the Coast as the magazine's editor in 1997. Almost
four years later, I continue to serve as the magazine's editor in chief
and art director, but I'm now also the editor-in-chief of Star Wars
Gamer magazine. My freelance projects include a number of AD&D
and Alternity game supplements, including Warriors of Heaven
and Planet of Darkness.
What
did Andy tell you about your character before the game?
The day
before the game, Andy said that I'd be playing a character with a secret
agenda/ulterior motive. He told me that my character would be allied with
Ed's character (Firsthunter Kullervo Forothallen), but that my primary
goal was to ensure the failure of the other characters' quest. That's
all.
Minutes
before the game, Andy described the relationship between Ed's character
and mine -- that I would serve as his translator and second-in-command
on a diplomatic mission. He also enlightened me on the reasons behind
my character's treachery. (He serves a group of xenophobic separatists
who are resistant to any alliance with outsiders.)
How
did this information affect your roleplaying?
Once
I learned that Ed's character (Firsthunter Kullervo) would be unable to
communicate effectively with the other characters -- and that I would
be his translator -- I decided to roleplay my character as a scheming
but seemingly harmless and good-tempered mediator, misrepresenting Ed's
character as subtly as possible so that my motives would be difficult
to peg down. Basically, Ed and I would speak gibberish to each other,
and then I'd turn to the other characters and say something that would
distract the party from their primary goal or make us sound unable to
help them. This was especially easy, because the others knew little about
our race, and they were very concerned about being diplomatic. One of
my favorite lines to avoid combat was, "We would help you fight [the
monster], but the gods would punish us for stealing your kill. This beast
you must fight alone."
I knew
that my character would invite suspicion from the other players, but I
had to make certain that their characters had no reason to suspect
my character was a genuine threat. I tried to play the character as conniving,
but not adversarial. That way, the other characters would despise him
for seeming cowardly and self-serving, but they wouldn't kill him for
being outright capricious and destructive. For example, Ed's character
(Firsthunter Kullervo) might say (in gibberish): "You are injured.
It would be smart to rest and recuperate." I would interpret that
as: "He says we should press on, even though we are wounded. He says
our wounds make us strong!"
What
was the coolest moment of the game for you?
That
moment came when Ed's character finally turned on my character, sundering
my character's axe before I could deal a "death blow" to the
group's immobilized sorcerer (Lt. Prefect). I also enjoyed the moment
where my treacherous character was cast off the flying ship and sent plummeting
to his death. A cinematic and ignoble end for a slimy villain.
Tell
us something about yourself that is not public knowledge
I'm Canadian,
and despite my best efforts to shed certain linguistic inflections, people
still recognize me as Canadian when I speak. I've banished the word "about"
from my verbal vocabulary -- it's a dead giveaway. And another thing:
Not all Canadians say "eh!" At least, I don't (and never have).

|