https://www.drivethrurpg.com/product/298630/Jinkies is a light-hearted RPG of cartoon mystery-solving, Powered by the Apocalypse.
We played this session on https://roll20.net/, the biggest online tabletop platform for RPGs.
FInd out more at...
Jinkies is a light-hearted RPG of cartoon mystery-solving, Powered by the Apocalypse.
We played this session on
Roll20, the biggest online tabletop platform for RPGs.
FInd out more at
Jim Likes Games.
Transcript
WEBVTT
1
00:00:00.160 --> 00:00:04.839
Hey everybody, it's Jim and I
just played kinkies. I played this on
2
00:00:04.879 --> 00:00:08.279
a Saturday, that that would have
been march second, two clock in the
3
00:00:08.279 --> 00:00:13.119
afternoon to five o'clock or so eastern
standard time. This was a play test
4
00:00:13.160 --> 00:00:20.800
that we were engaged in because they
are currently kickstarting that game. The system
5
00:00:20.960 --> 00:00:26.160
is powered by the apocalypse. It's
a hack for doing s animated mysteries like
6
00:00:26.480 --> 00:00:30.679
Scooby Dooo, Josie and the pussycats, that kind of thing. This was
7
00:00:30.800 --> 00:00:34.759
a one shot, self contained game, played at all once and we played
8
00:00:34.960 --> 00:00:39.840
on roll twenty. We used roll
twenty four video and audio in addition to
9
00:00:39.880 --> 00:00:43.280
all the game materials. We had
a whole lot of technical hassles, but
10
00:00:43.399 --> 00:00:47.600
that's something that I'll talk about a
little later. So it was facilitated by
11
00:00:47.719 --> 00:00:52.640
Toby Strouss who was the MC,
the animator, and he is one of
12
00:00:52.640 --> 00:00:57.200
the designers of the game and kind
of has been due publicity forward. He
13
00:00:57.320 --> 00:01:00.600
was on the bonus plus and for
podcast and a bunch of stuff like that.
14
00:01:00.640 --> 00:01:04.640
But he arranged this game and there
were five of us that played.
15
00:01:04.840 --> 00:01:10.439
I played a character named Rudy Jefferson, who the archetype, the smart one,
16
00:01:10.519 --> 00:01:15.120
think Velma from Scooby Dooo. We
also had in the mix. At
17
00:01:15.120 --> 00:01:19.680
the table that we played there was
the tough one, the weird one,
18
00:01:19.840 --> 00:01:23.680
the talented one and the mascot.
In this case, our mascot was a
19
00:01:23.719 --> 00:01:30.560
fluffy cat named Lou that gave our
band its name. We were called low
20
00:01:30.680 --> 00:01:34.120
and the groovies was the name of
our band that we had. So session
21
00:01:34.200 --> 00:01:40.640
starting state. We were in our
van. We were traveling to a battle
22
00:01:40.680 --> 00:01:45.400
of the bands which was happening at
Lake Winnimok. We didn't say what state
23
00:01:45.400 --> 00:01:49.120
it was in, presumably somewhere in
the upper midwest, something like that.
24
00:01:49.200 --> 00:01:53.640
The session itself was basically a Scoobydoo
episode. We rolled it to town to
25
00:01:53.640 --> 00:01:57.439
discover that it was being haunted by
a ghost pirate and that was going to
26
00:01:57.519 --> 00:02:00.760
keep us from having our battle the
bands if we didn't do something about it.
27
00:02:00.799 --> 00:02:06.959
So of course we sprung into action
did some investigation, which brought us
28
00:02:07.040 --> 00:02:10.280
to the local switch up where we
had candy and, you know, malteds
29
00:02:10.319 --> 00:02:14.360
and ice cream, sodas and stuff
like that, like you do, and
30
00:02:14.719 --> 00:02:20.560
we explored the abandoned mansion on the
lake that was once owned by a local
31
00:02:20.599 --> 00:02:25.680
candy magnate whose Candy Company went out
of business in the depression, leaving behind
32
00:02:25.680 --> 00:02:30.879
this big empty mansion that they used
to make candy. And and everything came
33
00:02:30.919 --> 00:02:36.599
to head at the Roller Rink,
of course, where we eventually captured the
34
00:02:36.639 --> 00:02:42.840
ghost, who turned out to be
Mindy Winnemok, great granddaughter to the former
35
00:02:42.879 --> 00:02:46.560
Candy Baron, who was trying to
scare people off so that she could uncover
36
00:02:46.639 --> 00:02:55.680
the secret formula to her grandfather's top
secret super delicious chocolated bloons that were the
37
00:02:57.120 --> 00:03:00.680
signature confection of the Winnimuk Candy Company. So, at the end of the
38
00:03:00.680 --> 00:03:06.479
game, are ending fictional state was
that we that the band did great at
39
00:03:06.520 --> 00:03:10.400
the battle of the band's and Ashley
went on to play American bandstand. Our
40
00:03:10.520 --> 00:03:15.560
GM let us roll play the call
that we got from Dick Clark and that
41
00:03:15.639 --> 00:03:19.240
was just a lot of fun.
So we want the contest off to American
42
00:03:19.280 --> 00:03:23.360
bandstand and presumably we would arrive to
find that there was some kind of ghost
43
00:03:23.439 --> 00:03:25.919
haunting American bandstand in our next episode. That that would be a lot of
44
00:03:25.919 --> 00:03:30.800
fun. So my favorite moment by
another player was when Alex, the talented
45
00:03:30.919 --> 00:03:37.199
one, who was being played by
Steve, described a burger date with the
46
00:03:37.199 --> 00:03:40.240
the Gal who turned out to be
the ghost. He's the talented one.
47
00:03:40.319 --> 00:03:44.479
He's our you know, the guitar
player, writes all the songs from the
48
00:03:44.479 --> 00:03:49.199
band and stuff like that. So
he described having a date with her and
49
00:03:49.280 --> 00:03:52.840
she didn't really like him. She
just wanted to find out what he knew
50
00:03:52.879 --> 00:03:55.599
about the investigation, whether they were
on to her, and he was all
51
00:03:55.639 --> 00:03:59.080
torn up about it. It was
fun that he brought a little bit of
52
00:03:59.199 --> 00:04:02.560
archie into our Scoobydoo mystery that we
were having. My favorite GM moment was
53
00:04:02.599 --> 00:04:09.840
when toby worked our rival band into
the story by having them roll up on
54
00:04:09.879 --> 00:04:14.199
our prep. One of the things
that you do during your setup for this
55
00:04:14.240 --> 00:04:18.160
game is you have a band,
you have your investigators and you're supposed to
56
00:04:18.240 --> 00:04:23.560
set up a rival band. That
he is, you know, that are
57
00:04:23.639 --> 00:04:28.000
the misfits to your gem in the
Hologram. So we did that and it
58
00:04:28.040 --> 00:04:30.000
was a, you know, pump
band with guys of names like wrench and
59
00:04:30.079 --> 00:04:33.959
slab and stuff like that, and
they had a raccoon mascot that was called
60
00:04:34.000 --> 00:04:38.639
the trash panda. It was a
whole lot of fun and that kind of
61
00:04:38.639 --> 00:04:45.079
helped us set the stage and he
brought them in early in the game when
62
00:04:45.120 --> 00:04:46.839
we were getting ready for the battle
of the bands kind of had them roll
63
00:04:46.920 --> 00:04:49.399
up and give us some trouble.
So it's kind of need to have them
64
00:04:49.439 --> 00:04:55.680
as a potential problem separate from the
ghost itself. Missed opportunity was that due
65
00:04:55.759 --> 00:04:59.439
to text stuff with roll twenty,
some of the problems we had with folks
66
00:04:59.480 --> 00:05:02.600
dropping out and having a come back
on, which kind of showed up some
67
00:05:02.639 --> 00:05:06.319
of our game time and time constraints
on the front and back end where we
68
00:05:06.360 --> 00:05:10.079
had to kind of start and end
at very specific times. It couldn't run
69
00:05:10.120 --> 00:05:14.319
over. We didn't get to see
the full act structure that you GI's has
70
00:05:14.319 --> 00:05:18.720
play out. It's structured in acts
to ramp up the tension and get a
71
00:05:18.800 --> 00:05:23.120
day, new momk kind of on
a regular schedule, the way you would
72
00:05:23.160 --> 00:05:26.279
in a half hour television episode,
and we really didn't get to see that
73
00:05:26.279 --> 00:05:29.000
play out. We kind of had
to carve out the middle so that we
74
00:05:29.000 --> 00:05:30.879
could get to the end and make
sure we captured the ghost. So I
75
00:05:30.879 --> 00:05:33.959
would love, if I play another
session of it, to make sure that
76
00:05:34.000 --> 00:05:38.600
we gave it the room to breathe
that it needed to do that whole act
77
00:05:38.720 --> 00:05:43.839
structure and so that we could see
that spookiness ramp up gradually following that traditional
78
00:05:43.879 --> 00:05:48.319
cartoon structure. A thing that I
noticed, that I really liked about this,
79
00:05:48.480 --> 00:05:54.759
about gin Ky's, is that there
aren't nearly enough played by the apocalypse
80
00:05:54.839 --> 00:06:00.360
games that just boldly use moves,
especially basic one, that have no role
81
00:06:00.399 --> 00:06:05.879
attached. They're just moves that say
here's a thing, if this happens,
82
00:06:05.920 --> 00:06:11.680
then this. It is very tempting
to say that those are just narratively driven
83
00:06:11.720 --> 00:06:14.920
and that you should just as an
MC no when that happens, but to
84
00:06:15.000 --> 00:06:18.519
have that structure therefore the players is
super helpful and if your goal is to
85
00:06:18.680 --> 00:06:25.040
strictly emulate a given genre, then
those sorts of moves can become really useful
86
00:06:25.079 --> 00:06:29.720
for that purpose. So I'm kicking
around in my head a cinematic supers game,
87
00:06:30.360 --> 00:06:33.040
which is like explicitly a game where
you play out the origin of like
88
00:06:33.079 --> 00:06:40.519
a big screen superhero and then you
would play multiple sessions of the origins of
89
00:06:40.519 --> 00:06:45.040
several different heroes and then get them
together and like a big avengers or jail
90
00:06:45.079 --> 00:06:49.199
a type of thing. But those
cinematic superheroes have a very strong, very
91
00:06:49.279 --> 00:06:53.720
identifiable act structure. You can kind
of play with it and tweak it a
92
00:06:53.720 --> 00:06:56.720
little, but I'm definitely going to
take a look at the act structure of
93
00:06:56.759 --> 00:07:00.560
Jinkies because I think there may be
some useful ideas for that in this game
94
00:07:00.600 --> 00:07:03.800
that I'm thinking about working on.
So that was Jeki's. I had a
95
00:07:03.879 --> 00:07:06.519
lot of fun. I think it
is still on kickstarter now. You can
96
00:07:06.600 --> 00:07:14.839
check it out. It's Jim Kis
with an exclamation point like cheeky's, just
97
00:07:14.879 --> 00:07:17.319
like you would expect if you're watching
episode of Scooby Doo, and I had
98
00:07:17.360 --> 00:07:20.000
a lot of fun with it.
Thanks very much for listening. If you
99
00:07:20.040 --> 00:07:24.639
want to find me online, I'm
on twitter at him likes games, and
100
00:07:24.680 --> 00:07:28.879
I've got a website, Jim Likes
Gamescom, where I sell independent role playing
101
00:07:28.920 --> 00:07:32.800
games and store games games and also
do a little blogging every now and then,
102
00:07:32.839 --> 00:07:35.600
so feel free to check that out. Thanks a lot. I've got
103
00:07:35.600 --> 00:07:36.759
to go play another game.