Showing posts with label Joker's Wild. Show all posts
Showing posts with label Joker's Wild. Show all posts

Monday, August 27, 2018

Session VIII: Joker's Wild -- Recap

The final adventure of the summer was Session VIII: The Joker's Wild. Our story was drawn from playing cards the detectives made during each adventure of the summer. The detectives made cards that brought either help or hindrances to the game, Joker's Wild.

A mysterious box arrived at the Dragon's Eye Detectives' Agency. When opened, a Voice said, "The Game commences. Players take their seats." Resistance was futile, and every detective was drawn tot he table for a game of unknown origin and design.

The game's objective: "Survive." And "impress the GM." The GM was the Game Master, whose identity was hidden for most of the game.

Cards were drawn, introducing characters and events into the game. The Nightmare Box from "The Dreameater" returned with Ballerina Kitty, a deceptively sweet, dancing and twirling kitty who turned into a Yokai, a demon. The Grey Lady from "Rag and Bone Man" arrived, along with her pestilent pennies.

A Gentleman Caller came knocking. He seemed helpful most of the game, sitting on the nightmare box so it wouldn't explode. When he won one of the games, he asked to become a Hero of the Dragon's Eye, so an official ID was procured from Rebecca.

We had a riot with the week's adventuring, as we faced challenges from skeleton knights, a dragon slayer and Rakshasas. Each team constructed a board game which came into play the last few days of the week -- and the winner of each game was able to request a boon from the loser.

This worked well for the detectives when they won. They were able to ask the Gentleman Caller to ask the game to banish some of the worst enemies they were facing. They started with Ballerina Kitty. They also asked the Grey Woman to gather her pennies and leave the game. She did, although a few pennies were left in the Nightmare Box, since removing them involved opening the box.

Some of the helper cards they received were very timely, too. The Jatayu swooped down to rescue people in the sewers of London game. The Treasure Keeper of the gods offered special dice for the games.

The Hindu goddess Sita arrived, recently trained as a Hero of the Dragon's Eye. She had her dice and her jewels, but her Third Eye of Inner Wisdom was missing. The detectives discovered that her help comes like a monsoon in summer -- rushing in great waves of overblown magic and causing as much trouble as help. Fortunately, they eventually drew Sita's Moon Rabbit card, and her Third Eye of Inner Wisdom was restored.

Oliver and I took turns playing the Occulist, one of the most horrible enemies in the game. He eats eyes -- and was very interested in Sita's lost third eye. What a treat that would have been. He pulled out a plate, knife and fork and a napkin, to begin his feasting -- but even he was defeated at last.

I'm happy to report that the detectives learned who the GM was and how he came to learn about the Heroes of the Dragon's Eye. First he was disguised as a cicada the group admired on a tree. He watched the team and decided to stay, turning from one insect or creature into another.

He was a June bug that the girls found in the bathroom. They rescued him by taking him outside where he could fly free. Another week, he was a wasp that found its way into the Dragon's Eye room. The detectives captured the wasp in a cup and sent him out the window to his freedom (and their great relief).

Each week he changed, and each week the detectives showed their kindness and courage. They befriended him as a squirrel, nodded to him as a crow and admired him as a huge, black beetle.

Our friend was a skeptic, so he couldn't believe his eyes and ears. He devised the game to test the reality of this team's honor -- and sure enough, they passed. He may have to amend his ancient report to the gods about the shortcomings of humans.

The best part of the adventure came at the end. The game was done. The party over. Rebecca was left at the Dragon's Eye Detectives' Agency. She went to turn off the lights and realized that someone was still there. Who was it?

The Gentleman Caller.

He's still there, turning the detectives into his own little demons.

A sequel is in the works for next February.

Pictures of the adventure and the board games are on the Facebook page. I've combined the art and adventure into a single album, since they were so integrated this week.

Monday, March 19, 2018

Summer 2018, Session VIII: Joker's Wild

Joker's Wild
RL McNulty 2013
Micron pen on paper
Dragon's Eye Adventures will be returning to the Landing YMCA for two weeks this summer. Session VIII will run from Monday, August 20 - 24, for all ages (6 to 16). The hours are the same: 9 AM to 4 PM for the adventure, with after hours until 5:30 PM.

Session VIII will feature a mystery called "Joker's Wild: Second Edition." A mysterious deck of cards leads the detectives into the unknown, where Ace is high and Joker's Wild spells trouble. Our story will be generated from a random draw from a deck of cards. Detectives will create their own secret cards as the week progresses, trying to counteract the dangers of the ones already in the deck.

Our projects this week will include the story cards, our own set of dice and a handsewn pouch to hold them.

Saturday, July 27, 2013

Joker's Wild II: New Cards by Ike and the Detectives

Ghost Hunter by Ike Voorhees
Micron pen on Bristol board cards
Joker's Wild is the last mystery of the Summer 2013 season. We have been slowly creating a deck of cards from which the story will be drawn. There are character cards and challenge cards. Our Facebook page has an album called Joker's Wild which has all of the cards created to date. The artwork is by Rebecca McNulty, Ike Voorhees and each of the young Detective Mages who have been to a Dragon's Eye adventure this summer.

The deck will continue to grow each week, even as the Joker's Wild week unfolds. This is an experiment with "off-the-page" story creation.

Sunday, January 20, 2013

Joker's Wild - Make-Your-Own-Adventure

The Fool
R. L. McNulty
A mysterious deck of cards leads the detectives on a journey into the unknown where Ace is high and Joker's Wild spells trouble. This experiment with random story generation will add some serendipity into the week. Detectives will create their own secret cards to add to the deck, so the journey we take will be determined by a random draw of cards created by the group and by the leaders.

Each session prior to this final one will add a card based on their week's theme, so this story's potential will grow all summer. This is a new type of Dragon's Eye Venture, so I cannot wait to see how this one evolves! We'll end each summer with a new Joker's Wild and no two will be alike.

Detectives will create their own story cards, sculpt their own set of dice and sew a little pouch to hold everything. The games will be determined by random draws, but rest assured--there is always sneaking in the cards. The group will help create a record of the story, so that an online chronicle of Joker's Wild can begin to grow.