An equipment table with unique items highlighted |
>> Signals from Delta Pavonis
>> Thoughts on gaming, books, SF, computing and life
10 November 2024
Lists, Lists and more Lists - Part 2
08 November 2024
Lists, Lists and more Lists
Lists, lists and more lists |
I've just finished reading the second of the Fading Suns 4 core rule books, the Character Book. It's the largest volume and it was a bit of a slog. Although the book is well written, albeit occasionally a little long-winded, it nearly killed my interest once it hit the lists.
The game uses traits as a broad descriptor and there are pages and pages of descriptions. I nearly game up as it bored me. It's the kind of thing that you won't see in play and I'm sure that players will have loads of fun working through and making choices about their character, but reading the book from a GM perspective it just disengaged me. I had the same issue with Old Gods of Appalachia (and I know I will with Numenéra once I dig into that). I've lost the passion I once had for reading spell lists, monster descriptions and all the various forms of list that certain flavours of roleplaying game.
It's strange, as I used to pour over these in detail, but now they bore me and I end up wishing for a hypertext linked character generation tool where you can just click through. At least the Cypher games abstract this all away for the GM when creating characters. I need to read the next book to see how Fading Suns deals with this.
I know that it all falls away when it's on the character sheet but it just doesn't excite me anymore. Is it a sign of age or perhaps a change of taste? How do you feel about this kind of approach?
8 November 2024
01 November 2024
Books in October 2024
The October cover collage |
October brought eight books and 2,147 pages. One non-fiction, one roleplaying and the rest fiction. Apparently I'm down 27% on books and 30% on pages on September! I'm on 85 books in total for the year so far.
The non-fiction was 'Pathogenesis', by Jonathan Reynolds. A fascinating listen on Audible, it covers the impact of infections disease on human society, a very different lens to the usual 'great men and empires' take.
The roleplaying game was 'Root' by Magpie Games. A superbly written and beautifully illustrated Powered by the Apocalypse game of the boardgame of the same name. Characters take the role of a band of vagabonds in a war-torn wood. Putting the anthropogenic animals to one side, it's probably the closest take to a decent Robin Hood roleplaying game that I've seen.
I read to Aliette de Bodard novellas, 'In the Shadow of the Ship' and 'Navigational Entanglements' and enjoyed them hugely. Her books remain an automatic purchase and go to the top of the reading pile! James SA Corey's 'Livesuit' is set in their new SF universe, but there wasn't an initial obvious link to the first book. I'm sure that will develop as the series progresses. An enjoyable novella.
'The Wife Swap' by Jack Heath was an impulse by on a Kindle offer, and it was a diverting murder mystery. Different to my usual fair and consumed quite quickly.
'Moscow X' by David McCloskey was pretty brutal; once again, this wasn't James Bond style spy fiction but espionage seen through the lens of realism. I look forward to the next book. This was just pipped to the post as my favourite read of the month by 'The Curse of Pietro Houdini' by Derek B Miller. Set in Monte Cassino around the time that the Allies assault the Abbey in World War Two, it tells the story of a young refugee from Rome who falls in with Pietro Houdini, a man sent by the Vatican to help protect the art at the Abbey. It felt very different and I enjoyed it immensely.
1 October 2024
27 October 2024
First Impressions - GURPS Traveller Starships
GURPS Traveller Starports (just 'Starports' hereafter) is the second book in the mercantile and starships operations set of sourcebooks published by Steve Jackson Games, Inc. This second volume follows the impressive 'Far Trader', released twelve months before, and precedes the as yet unreleased 'Starships'.
The subtitle of the book, 'Gateways to Adventure' summarizes the key role that starports play in a Traveller campaign, a role discussed in depth within the book. The back page blurb heading, 'Anchors of the Imperium' describes the key role that interstellar trade, starports and the Imperial Starport Authority (SPA) play in holding the fabric of society together.
Description.
Starports is the usual 8" x 11" size of a GURPS supplement, and 128 pages long. It is the first of the supplements for GURPS Traveller to benefit from the increased print quality recently adopted by Steve Jackson Games, Inc. The cover is glossy, and seems to resist damage better than previous books.
However, what is most immediately striking about the cover is the near photo-quality image of a starport produced by Jesse DeGraff (see http://www.vision-forge-graphics.com/ for more of Jesse's work)
His work has previously only graced the insides of the GT supplements and GURPS Space 3rd Edition, and has lost the benefit of the color with which it is prepared. The picture itself shows a merchant vessel being loaded with cargo, and has many interesting touches including a number of real people's photographs integrated into the cover as starport and ships personnel. Other aspects, such as the translation from the Vilani text font on the cargo container are equally interesting, with hints towards Traveller folklore.
After looking at the cover it's easy to feel jaded by other images, but the black and white illustrations inside the book (by Glenn Grant and Jesse DeGraff) help set the scene and feel of starports very well.
The Contents:
Starports is divided into 6 chapters, with two appendices. There are frequent sidebars with flavor text, background information and details of organizations such as Brubeks (for which a deckplan is included!).
The first chapter, 'Outposts of the Imperium', describes the facts about starports: that they are often the only permanent Imperial representation in a member system, and that they are key to trade in Imperial space. This is discussed in respect to Imperial policy (bear in mind that that the Imperium grew out of a response to trade issues in the Sylean Federation) and there are a few notes on how this policy interfaces with the local system. This is expanded on with the difference between Imperial and local Starports and the impact of competition between then being mentioned. By 'local' Starports is referring to ports run by organizations in the planetary system other than the SPA. Such systems may be beyond the Imperial border.
The history of the SPA and its growth out of the Imperial Interstellar Scout Service is given, before the text moves on to describe the likely facilities and key points of Imperial Starports of each class from I (Traveller type E) to V (Traveller type A). The ports of the various Imperial services (ranging from naval and scout bases through to Way Stations and Depots) are also detailed. Finally, the chapter concludes with a brief description of research stations and privately owned starports.
Entries in the sidebars discuss such areas as the differences between Imperial Starports and those of other races, economics of ports, and the standard operational plan for capturing a starport. This is interesting, but seems to neglect operations against the Highport. However, as an orbital facility with little maneuverability it may be assumed that it will either surrender or be destroyed. Focus within the book as a whole does tend to be more on the downport than the highport, perhaps understandably. Sea and air ports in 21st Century Terra can be used for models of the downport whereas there are no true analogies to highports. 'Inside the Starport Authority', the second chapter, is unsurprising in its contents which are a description of the structure of the SPA and how this translates to the operational structure at each port. This is where the book really beings to shine, with plenty of descriptive text about each department which a referee can use to make a starport come alive for their players. The Adminstration Department ranges from the executive (the Port Director, a very powerful individual), the line office (planetary liaison), to Concessions, Personnel and Public Relations. The Traffic Department handles all the aspects of managing starships, cargos, passengers, security and customs. Other departments include medical, emergency services and physical plant. The few paragraphs given on each office describe their activities so a referee can develop a port beating with the trade lifeblood of the Imperium. The organization described does not mirror the narrow, small teams of 'Babylon 5' or 'Deep Space Nine'. Rather, it mirrors the complexities of real air and sea ports today.
Chapter 3, 'Planetary Relations' describes the way that the SPA and each Port's Director deal with the governments and population of systems in which they are based. This ranges from Imperial systems through to starports on those worlds actively opposed to Imperial contact and in a state of war. The Extra-territorality (XT) of the starport, and the infamous XT line are discussed. The people and organizations that a starport may have to deal with are also mentioned, including groups such as business and unions, environmental lobbies and special interest groups. One of the areas favoured by player characters, 'Startown' is described. This is the down and seedy area just outside the port, often a grey area between Imperial and planetary authority. Extensive notes are given on law enforcement, doing business and the ever present opportunities to get into, and out of trouble with both the law and the locals.
Sidebars give nuggets of information about such widely different people as 'floaters' (people who reside at ports and have no visible means of support - a little like those in the 'Downbelow' of Babylon 5) to Embassies and Trade Stations. Chapter 4 is the first entirely GURPS specific section of the book presenting a number of character templates relating to starport operations. These differ slightly from those presented in the GURPS Traveller Sourcebook in they are intended for characters actively working in the SPA (rather than retired or mustered out characters). The templates range from the Port Director, to Imperial Consul, to dockworker, security officer or crime boss. There are two pages describing how specific advantages and disadvantages need to be approached in a Starports campaign, and notes on the new skill for handling hazardous materials.
If you are interested in developing active campaigns in other versions of Traveller you will have to use the existing character types with a little modification, or seek out a copy of the paper JTAS 19 with John M Fords' earlier work ('Skyport Authority') on the SPA and characters for Classic Traveller.
The next chapter, 'Starport Design' presents an expansion of the modular design system used for starships to allow the construction of starports. However, before the design sequence starts there is a section in common with Far Trader, detailing the generation of the 'world trade number'. This provides data on the likely trade and passenger volumes to allow the design of an appropriate sized port. There are notes on how to use the increased level of detail of Far Trader in this design sequence. The text then takes the reader through the design sequence step by step using the Mertactor system in the Spinward Marches as an example.
The design sequence proceeds by calculating the volumes that need to be handled, and then the likely income from these operations. Using these figures, the design sequence proper is approached working in much the same way as that in the GURPS Traveller Sourcebook. However, the system is more flexible than that for starships, as scope is left for the designer to flavor a port's facilities. Using the GTL10 and GTL12 standards of the modular system is the only area that disappointed me in the sequence - it would have been nice to have the option to design spun habitat stations and ports, if only as older, local, stations. (In writing this I haven't tried the design sequence seriously as I tend to handwave starport designs as my players don't usually want to do things like attack them; in addition, I don't like GURPS meld of metric and American units).
Another area that's annoying is the decision that all starships dock in bays like Star Wars, and that runways aren't used at Imperial Downports. Both of these restrictions differ from my vision of the Traveller universe.
This chapter has a number of interesting side bars describing types of port varying from the pirate havens of 'Ports Royal' to the 'Grand Central' communication hubs. There are notes on exchange rates, construction times for starports, typical sizes of naval and scout bases and the variations in local starports with technology. There are further notes on the XT line and on starport facilities such as casinos and chapels.
One of the most interesting discussions is on how traffic control of space vehicles varies by Port Class. This is very useful for any campaign where players control a starship, and have to interface with the starport control. Further flavor is given on the different stages in the lifecycle of a starport. In many ways, these sidebars are more immediately useful to a game than the design sequence itself.
The final chapter is entitled 'Campaigns' and provides sets of ideas on how to run a campaign based at a starport. It admits that in most campaigns the port would only serve as a backdrop for adventure, but, as well as some ideas on how to use a port as a backdrop, the chapter also looks at ways in which to style a campaign in the manner of series such as 'Babylon 5' or 'Deep Space Nine'. Events suggested vary from interesting visitors to local issues to disasters.
The other campaign types suggested include those based at a highport and those where the player characters are the directorate (the Port Director and rest of the command crew). The more intriguing campaigns include those where players are the SPA Inspectorate (effectively an investigation team with wide ranging powers) and those involving corporate espionage. One thing that would have been nice to see would have been a sidebar suggesting fiction, films & TV Series that would be good sources of ideas, as there are plenty out there for a referee to use. The first appendix details equipment for use in and around starports; these include rescue vessels, cutters and the Blakeway First Response Vessel first seen a couple of months ago in SJ Games electronic version of JTAS. Cargo handling equipment is included, along with the new habitat modules for large ships and starports. There are four sets of deckplans, drawn up clearly and detailing some of the ships in the section.
Expanded standard ship design modules including bunk rooms, traffic control, battledress morgue and bars are also detailed.
The final section, Appendix B - Port Samples, includes 18 pages of deckplans and maps for starports and facilities within them. These are cross referenced with keys, given separately from the image as they may have information that the referee wants to retain as secret from the players. Again, the plans are clear and well drawn, and should prove useful in supporting a campaign.
The last two pages of the book are a detailed index.
Conclusion.
Starports is a worthwhile buy for both GURPS Traveller and the other Traveller rules editions. The book is not as immediately useful for a campaign type as, say, Far Trader, but it is an excellent resource. The strengths of the book are in the background information and small details which can be used to make your Traveller universe come to life. It is well presented, and comprehensive.
GURPS Traveller players will find the whole book a good addition to their collection, as the design sequences and character templates are immediately usable in addition to the background material.
Users of other Traveller editions should be able to use the background information and deckplans as valuable support material for their campaigns, with the possible exception of non-Regency based Traveller: The New Era games.
Users of GURPS Space may find this book of use for core developed star systems especially. Other games systems may find it useful to mine for ideas.
Substance: 4 (Meaty)
First Impressions - Creatures and Cultist (Eos Press)
I'd not really been aware of it until I looked at Eos Press' website to find out about the forthcoming release of Pagan Publishing's Delta Green in a d20compatible version. I saw Creatures & Cultists there with some cool art, so decided to pick it up at GenCon UK this last weekend. Interestingly, the old zip-lock bag version was on a second hand trader's stand at £75 GBP, somewhat higher than this version's £11.99 GBP.
Components The game is supplied in a 7"x5"x1" box, with an amusing cover by John Kovalic showing Cthulhu, a cultist and a Shoggoth playing the game. The box is sturdy and the lid a little difficult to remove as it is tight. The cover picture has slight wear marks on it - this was common on all the stock at GenCon UK and may be a shipping issue.
Inside the box are: - 128 colour cards (approximately the same size as a Magiccard so you can use standard deck protectors if you want to). - 3D6 - a sheet of rules - a number of cult sheets (additional copies of which which can be photocopied or downloaded from the Eos Press website ).
All the component are good quality - the cards include 4 reference cards for play and 6 blanks to add your own madness. The cards are all illustrated by John Kovalic and are very amusing, especially if you've played or read Call of Cthulhu.
Gameplay
The game can play with 2 or more players but is recommended for three to five people. Less than this and it looses the fun of interaction. More than this and it could go on for aeons!
A group of four of us tried the game late one evening, none of whom had played the game before.
The game starts with everyone picking a cult name (e.g. the 'Cult of Cthulhu', or the 'Order of Wheeltappers and Re-animators Social Club') and a slogan (e.g. "Ia! Cthulhu Phtagn!" or "Whacking wheels and dead bodies for over 2000 years"). You also pick a symbol, which really needs to be easy to draw (more later). This is written on your cult sheet. Once this important stage is done, you roll three statistics – Conjuring, Sorcery and Thuggery – on 2D6+3 and record them on your cult sheet.
Everyone is now ready to play - the cult sheets are placed in front of you.
The sheets have sections for the information just mentioned, a score track for 'Fuggly points' and 24 cultists laid out in three rows of eight. These cultists are either 'Thugs' or 'Conjurers' with strengths in magic or being violent. The rows are important because you can only attack a cultist on the front-most row, and as they are more whittled away more powerful cultists become available when a complete new row is exposed by the deaths of all the cultists on the outermost rows. Each cultist is worth a number of 'Fuggly points' if they are killed.
The aim of the game is to either kill off all the opposition's cultists (very hard) or get to get enough fuggly points to successfully summon your own Great Old One to bring on the End Times and kill everyone else off.
The game is played in rounds, during which each player has a turn. Turn order changes each round and is determined by the roll of a D6. The lowest rolling player is the 'favoured by the stars' and goes last in the round. Being favoured means that your skills are effectively 2 points higher, and that you can attempt to summon your Great Old One if you have enough Fuggly points.
Once the favoured cult is chosen, all players draw cards to a total of 6 in their hand. There are six types of card (seven if you accidently mix the blanks in like we did!):
1. Mondo cards. These must be played at the start of your turn if you have any, and the card is immediately replaced (very like the 'Secret' and 'Top Secret Cards' in Nuclear War by Flying Buffalo). Most of these have good effects on your cult and have weird titles like 'Girl Scout Raid', 'Herbert West' and 'Special Delivery'. They can sometimes have a bad effect on you.
2. Event cards. These can be played at any time in your turn on other cults and usually do nasty things to them.
3. Thuggery cards. These are used to make Thuggery attacks and include the mundane ('a Scimitar' or the 'Tommy Gun') to the ridiculous ('Blam Keg' or 'Big Honkin' Truck').
4. Conjuring cards. These are used to summon creatures to make an attack. Most of the famous Cthulhu mythos creatures are here, ranging from Cthugha to Deep Ones.
5. Sorcery cards. These are spell cards which can attack or defend, and can be played at any time in your turn.
6. Defense cards. These are specific defenses against 'Thuggery' and 'Conjuring' attacks. Examples include 'It's a Bluff' (where an innocent party gets killed instead of your cultist), 'Dodge' (where you, err, dodge the attack) and the 'Elder sign' (which wards against the mythos creatures).
With the cards in their hand, each player takes their turn. They play their Mondo cards, and then can play any event or sorcery cards. Sorcery cards require a successful roll on 3D6 under your Sorcery number to make sure the effect happens.
Each cult can make two attacks per turn – one conjuring, one thuggery – and either type can be done by either kind of cultist. However, thugs are better at thuggery, and and conjurers are better at conjuring. In both cases, the attacking player nominates a cultist on their frontmost row to attack a cultist on the enemy's frontmost row by either method. 3D6 are then rolled, with the result needing to be under their 'Thuggery' or 'Conjuring' skills to be successful.
Victims of a 'Thuggery' attack make a defense roll under half their 'thuggery' or are killed. Victims of a 'Conjuring' attack must roll 3D6 under the monster's rating to survive. In both cases, a successful defense allows a counter-attack immediately.
If a cultist is killed, the cult attacking writes its symbol on the cultist on the victim's cult sheet entry to show they killed them (Bwa-ha-ha!). They also get the Fuggly points from the victim.
Play continues around the table until the 'favoured of the stars' has their go. The main difference here is that if the 'Favoured' has enough Fuggly points they can attempt to summon their Great Old One to end the game. If this doesn't happen, the round ends and the whole process is repeated.
Game design
The description of the gameplay above shows how the game works. The section below details the key mechanics which add to the fun.
Fuggly points: Fuggle points act as a limit to when you can summon your GOO, and also can be used as a way to boost your target number to roll under. If you have spare Fuggly points you can increase your target number by +1 for every Fuggly points you sacrifice.
Spooges and Boofs: These are a critical and a fumble mechanic. If you roll 3,4 or 5 you 'Spooge'. This means something good happens (e.g. Spells can be more powerful, or if you are attacking, the attack can automatically succeed). If you roll 16,17 or 18 you'boof'. This is bad. If conjuring, you can be attacked by the creature you summoned. In the absolute worst case you can put yourself out of the game.
In the game we played this happened twice. In the first instance a player had summoned their Great Old One successfully, then another player played a special event card ('Dr Armitage suspects') that converted the success to a boof. The Great Old One turned up and duly ate the cult that had summoned it. But, showing what goes around comes around, the player who had used the event card tried to summon their GOO a couple of turns later and boofed naturally. So the same thing happened, resulting in the player in the weakest position winning!
Boofs effectively limit the number of Fuggly points you'd want to spend on boosting any individual roll. There is very little point in boosting a skill above 15 (unless its being used to defend against thuggery and would be halved) as if you roll a 16 or more you'll fail.
Onion Layer effects: The onion layer effect of having to wipe out all the cultists in one row of the cult sheet means that you have to balance protecting the last few cultists to protect the rest of your cult with getting the more powerful cultists into play. There are some cards (the worst being 'the Seed of Azathoth' ) which will attack rows further back, but generally it takes time to work through the rows. However, some 'thuggery' attacks like 'dynamite' and the 'big honking truck' attack several adjacent cultists. The 'Tommy gun' allows you to attack a whole row so can be devastating.
Conclusion
Being the first time that we played this, we took some time to get into it. At first we were worried that it was going to go on forever (like the end game of Zombies we played the night before). However, we soon realised that the aim was to summon your GOO rather than win by wiping the enemy out, which speeds the game.
The interesting thing is that you can't call the play's conclusion. The player who won was in the weakest position. Two of the other cults died in failed summonings, and the first cult to die was wiped out by all the others the turn they tried to summon their GOO as everyone worked together to finish them off. At the start of the game we'd been skeptical about it, but by the end we all thought it was great. It took around three hours to play with four people. It was faster towards the end when we were all fully happy with the game. If you wanted to play faster you could probably knock out a few columns of cultists.
It was a fun – and silly – game. If you've read any Call of Cthulhu and have a sense of humour about it you'll enjoy it. (You'd also like the Goomi's Unspeakable Vault of Doom comic which has similar humour, but that's a different story). However, knowing the mythos isn't critical - the game is fun and quite fluid. It's a bit more involved than Munchkin (for example) but not particularly complex.
I recommend it - I can see it being played again with my friends and players, unlike some games that just sit on the shelf gathering dust. Fuggly Fun!
17 years of gaming distilled down (the Furnace Timetable File)
One of my fellow convention organisers - our Tsarina of Games, Elaine - has compiled a master file of all the games that have run at the convention since 2008. This means that there are only two years missing (2006 and 2007). Hopefully someone will have details, but these are mostly pre-smartphones as we currently know them being a thing.
You can find the spreadsheet here on Google Sheets.
I'm going to take a nostalgia trip now, and look at what I ran. It's interesting that until recent years, I've mainly offered games with six player spots. These days I'd more commonly offer four or five.
I've linked after-action reports when I have them, but many are lost to the ether as they were posted on earlier versions of the Gaming Tavern or UK Gamers boards and not to my blog. I've also linked off reviews other to more details about a game if I think it's worthwhile.
The sad part of this is looking at the list of names of people who don't or can't attend any more. Some of them are no longer with us. RIP.
So, now on to the forty-three games I've run over this set of records. There's probably enough to make the half-century if we could find the records of the missing two years. There's even more games played to add to that. Lots of fun with great people.
2008 - III
- They Came From Beyond Space, Savage Worlds
- A Patent Inspector Calls, Sufficiently Advanced
- The Fall of House Atreides, Conspiracy of Shadows
- Singularities: Sandbox, Wordplay
- Vigil in a Wilderness of Mirrors
- Broken Dreams, Savage Worlds:Runepunk
The other thing of note that I remember from 2009 was the fantastic Beat to Quarters game that Neil Gow ran on Saturday night. I have never laughed so hard in a game, but I think we traumatised Neil and nearly broke him as we went completely off the rails of the serious Napoleonics vibe that he was aiming at. Fantastic game, a happy memory for me and the folks it but probably less so for Neil.
2010 - V
- Down to Earth, Traveller
- Singularities: Turing Test, Wordplay
- A Taste for Murder
- Reunion, River of Heaven (OpenQuest)
- Singularities: Turing Test, Wordplay
- Utopia: In a Strange Land, Wordplay
- Smoke and Lies, Wilderness of Mirrors
- Singularities: Houllier's Heroes, Wordplay
- Utopia: In a Strange Land, Wordplay
- Singularities: Sandbox, Wordplay
- The Fall of House Atreides, Conspiracy of Shadows
- Singularities: Against the World, Wordplay
- Singularities: Landgrabbers of Gliese 581, Kingdom
- Durance
- Singularities: Sandbox, Wordplay
- The Last Garrison, Dead of Night (Cancelled)
- The Song of Loeul, Stormbringer hacked into Wordplay.
- Heart of Dust, A Hand of Death (Madcap Laughs 1), Wordplay (Young Kingdoms)
- Ruins in Madness (Madcap Laughs 2), Wordplay (Young Kingdoms)
- Empress on the Emerald Shore (Madcap Laughs 3), Wordplay (Young Kingdoms)
- Wolves at the Door, Mongoose Traveller
- Barbarians at the Gates, Uncharted Worlds (PbtA)
- Ice Cold in Arrendale, Heroic Fantasy (Black Hack based OSR)
- They Came Back Haunted, Coriolis
- The End of Laughter and Soft Lies, SCUP (PbtA)
- A Cthulhu City Story: Weeping for the Memory of Lives Gone, The Cthulhu Hack
- Here Comes the Rain Again, A Town Called Malice
- Det kan ingen tena tvo herrar, Cold Shadows
- A Wicked Secret, Vaesen
- Utopia: reEnlightenment, Tripod (Wordplay 2e) - cancelled
- The Treasure Hunt, Through Sunken Lands
- Operation Horatio, Delta Green
- The Slow Knife
- Trouble in Paradise, Blue Planet: Recontact
- Time to Pay the Piper, Blue Planet: Recontact
- And Also The Trees, A Town Called Malice
- Expedition XIV, The Zone
- Murder Most Foul, Swords of the Serpentine
- Expedition XV, The Zone
- Revolt
- Welcome to the Hotel Grand Perdusz, The Dying Earth Revivification Folio
20 October 2024
Public Service Broadcasting - O2 Academy Leeds - 19th October 2024
Everest, with four people on Brass! |
Halo Maud |
People, Let's Dance |
Electra
The Fun of It
Signal 30
Night Mail
People Will Always Need Coal
Progress
The South Atlantic
Arabian Flight
A Different Kind Of Love
Blue Heaven
Monsoons
Spitfire
The Other Side
Go!
Encore:
Elfstedentocht, Part 1
People, Let's Dance
Gagarin
Everest
Maxïmo Park - Leeds Beckett University Student's Union - 15th October 2024
Rocking it |
Maxïmo Park |
Through the crowd. |
Main Set:
Your Own Worst Enemy
Postcard of a Painting
Dormant ’til Explosion
Questing, Not Coasting
The End Can Be as Good as the Start
Armchair View
The National Health
I Knew That You’d Say That
Partly of My Making
No Such Thing as a Society
Drinking Martinis
Our Velocity
What Did We Do to You to Deserve This?
Favourite Songs
Books From Boxes
Apply Some Pressure
Encore:
Nosebleed
Going Missing
14 October 2024
Furnace XIX (2024) - After Action Report
Badges with the refreshed logo and QR code to the timetable |
As with previous after action reports for Furnace, this is written through the lens of an organiser who is also a games master and player.
The weekend just passed saw the nineteenth Furnace, something that I find quite scary. Where has all that time gone? Furnace is the first and oldest of the Garricons, and came from a desire to have a weekend focused on play rather than seminars and other events. The tag line is "It's all about the Games", which is really as much as you need to know about the approach. Five sessions of tabletop roleplaying games in a former barracks gaolhouse, with around seventy people attending. This year, I ran three games and played in two more. In truth, two of those games were much more narrative story games, so I facilitated rather than acted as a traditional GM.
As usual, I was doing the badges for the convention, and this year I needed to modify them to add a QR code for the timetable (an innovation we'd added in March for Revelation which had gone down well). This meant I needed to regenerate the logo; we couldn't find the original file (it's been the same since at least 2015) so I found a similar but more modern font. The original Furnace logo was finally retired; it has lasted 19 years, but it was too long and thin to work with a QR code effectively. The substitution worked first time, which was a relief.
I'd taken the Friday before the convention off to allow myself enough time to do all the logistics things, but I still managed to end up rushed. That meant that I didn't bring anything for the Bring 'n' Buy for the first time so there was no way to assuage the slight guilt I had buying some new books from Patriot Games and All Rolled Up.
Every year, Elaine and I ask Graham if he's booked us a room at the hotel, and every year the answer has been 'yes', once he's checked. This started getting referred to as "the question", so this time I was determined not to ask it. That meant I was pretty shocked when, fifteen minutes from the Garrison, a WhatsApp message gets read out from Graham querying why I'm driving to the hotel as "you're not staying over on Friday". Fortunately, this got resolved; Graham uncanceled my room having canceled it a few hours before. That does leave me with the conundrum of whether to ask the question next convention...
When I arrived at the bar, there were two groups of gamers. I said hello to one group and sat down with a pint to watch a fascinating worker placement game (Pan Am) which the other group were playing. Andrew and Richard were happy to have a good chat while they played, and it was a chilled and fun evening. I headed for a relatively early bed.
Morning brought the 8am meet up for the traditional Garrison cooked breakfast, and we were soon in full set up mode. Graham gave the traditional opener, and we were off! Patriot Games and All Rolled Up were present, and swarms of gamers descended to see their offerings.
My character for Old Gods of Pangea, a Union Boss. |
My Slot 1 game was run by Paul Baldowski and was called "Old Gods of Pangea". The scenario had come about thanks to a throwaway comment I'd made about the Welsh and Scottish mountains being part of the original Appalachian range (thanks to my A-Level Geology studying son) so why couldn't they set 'Old Gods of Appalachia' in the UK. Paul ran with it and we had a really scary adventure on the Isle of Skye. I wish we'd had some more time, as I think that we only scratched the surface of the plot and it was really evocative. I had a great group of fellow players. This was the first time I'd actually played a game that used the Cypher Engine, and I enjoyed it. That's good, because my copy of the Invisible Sun should arrive in the next month or two.
Taking glee at playing a 'Not So Easy' Card |
A quick lunch from Morrisons before the first game I was running. This was 'The Zone', which I'd run previously. I'd really enjoyed it, as it evokes the Southern Reach Trilogy and other weird fiction, and one of the players from the last run through rejoined. I had a full house of six players so I facilitated rather than played, and Expedition XV headed to their doom in the heart of the Zone. The final denouement was when the cat revealed it could talk and calmly explained to the last surviving human that now it was time for them to meet their fate. I was nervous that Fil's selection of the cat could risk farce, but she played it brilliantly, and the ending was full of tension. It was also really surreal, as the cat escaped their fate several times in the session, with another character finding their doom instead each time. I must call out Dan for playing out that final scene fantastically, and also for pushing hard during the scenario. Really enjoyable, and I would play again.
Dinner was at KFC, and Keary, myself and John held our usual Furnace Bookclub, along with another con-goer. We each chicken and compare notes on good books and TV-series we've seen.
The game of Revolt, held in a darkened cell. |
Slot 3 had me facilitating 'Revolt'. This was an impulse purchase of mine; the game has a woodland full of insect factions oppressed by Mortimus the Toad King, a cruel ruler who had murdered Queen Renata, the Bee Queen, to steal the throne. Totally card driven, the game has a lovely map, and the players weave a story of how a revolt brews and is then resolved. I really enjoyed listening to the story the players wove. If I did it again, I'd get some labels and standees so we could add some notes on the map to remember the tale we'd told at each location they'd visited. I think everyone had a good time.
It wasn't that late when I finished, but the bar was (surprisingly) empty, so I headed to my room for an early night and the chance to review my Dying Earth scenario. Morning brought another Garrison breakfast, and then we plunged back into the games.
Liminal fun |
I played in Elaine's Liminal game in the morning, and had great fun. Liminal is such a great game and can be played with many different tones. The scenario was set in London and we tried to prevent an evil cabal of sorcerers opening a chaos gate in a long lost underground station near the Barbican. The tone was very different to the Fae, vampire and werewolf focused campaign that I'd played during COVID as a playtest for the Liminal Casebook. We had great fun, and once again, everyone got really stuck into their characters.
Lunch by Morrisons, and then the raffle. My highlight from that was Lynn and John's toddler pulling the tickets and building a huge amount of tension as he struggled to open the folded tickets and then gave out a squeal of delight. I did technically win, but put the prize back as I'd spent enough already!
The ten character cards that define a Dying Earth Revivification Folio Character |
The afternoon brought 'The Dying Earth Revivification Folio', something that had filled me with both dread and excitement. I've long been a fan of the Jack Vance setting and Pelgrane's game, but the engine had left me feeling I wasn't eloquent or clever enough to run it. The Revivification Folio is a more simplified approach, but still was fun to play and absolutely captured the feel of the setting. The characters found themselves press-ganged as servants due to hidden terms and conditions in their registration at a Hotel run by a sorcerer. They were very much in denial of this (or rather the player's were) and only eventually did they begin to accept their situation. One of the players picked exactly the wrong moment to be distracted and managed to miss when their peers had their characters take on roles at the Hotel Grand Perduz, leaving only the job of the mucker for them, a very smelly and icky role.
We had the same character letting out a human eating deodand from its prison because they were convinced that they'd persuaded it not to eat them. The character ended up locked in the the deodand's cage in case they needed a snack later on. Another character cruelly abandoned their concubine to the same deodand, running out of the room and locking the door behind them. The scenario was brought to a fun conclusion, with the characters escaping by the skin of their teeth. I enjoyed it, but was forced to handwave at one point when I realised that the method of escaping from the Hotel was impossible as it needed a magic skill test and none of the six regenerated characters had that as an option. However, no harm done. Except to the young vat-grown concubine. And perhaps to the viability of the Hotel as a going concern.
And then it was the end, and I headed off home. A great weekend of gaming, and next year will mark two decades of the convention.
14 October 2024