The format differs from the usual Garricons because you play a single game all weekend with the same players; in effect, a mini-campaign equivalent to five or six normal sessions of play. That's quite a commitment for both the GMs and the players, and as a result we give much more leeway for the GMs to control at least part of the table that they're playing at. Typically a GM can pre-book around half the places at the table for players they want to get into the game, which helps because it gives them people that they know to play with. The preparation uses all the usual safety tags and descriptions that we use for Furnace and the other conventions, but we also ask the GMs to make a more extended pitch and also to describe the style that they use to run a game. I actually found that the hardest part of writing my pitch, because it does drive a bit of self reflection.
After some thought, I described my GM style like this:
This was my fourth LongCon, and the second time that I've run a game. Two years ago, I ran a hack of two classic Stormbringer modules into the Tripod system, which was pretty epic. It also required me to have a plan to hit the various beats within the two modules, and to have a set of off ramps or sections to skip if the players got delayed in any section. Fortunately I didn't need to use any of these when I ran it, but all the way through the weekend I was mentally checking the timing to try and bring the game to its conclusion at the right point.
In honesty, it was much the same pressure that you face when running a three or four hour scenario, but you have to think bigger and manage your time across the whole weekend. You see, there's absolutely no set timing for when you play over the weekend: the space becomes available at 9:30 in the morning, and in practice you can probably run until midnight should you want to on the Saturday. On Sunday, we loose the space around 6 pm. When you take meals, when you take breaks, and when you finish is all at the whim of the table. We're providing a space for a format and not juggling running 80 games across the weekend. I think we had six games in the end, most with five players. Ideally, would've liked a few more games to make the finances stronger (and reduce the need to subsidise where necessary from the other conventions) but hopefully that'll lift up next year.
This time, I didn't go with an epic plot. Rather I was using a Forged in the Dark game which is very much driven by the players around the table. It's a sandbox and has real opportunities to steer the game in the directions that each of the players wants. I picked A|State second edition to run for the weekend as I've been a longtime fan of the City, but never really got to explore it in any depth. I was never taken by the original edition’s rules, but did manage to run a couple of play tests for the publisher when the current version was being created. The books have sat on my shelves after being read since they landed when the Kickstarter completed, and this was a chance to really explore a setting in a game I wanted to know better. Like the original Blades in the Dark, A|State uses a formal mission and downtime sequence, connected to something called the Trouble Engine which generates new dangers and threats for the characters to deal with. It does have flex in the design, and impromptu missions can break out, along with intrusions when the GM throws something relevant to the plots that have developed in.
I was going into a weekend where we were going to create the characters, define information about the corner of the City that they lived in, and then play to see what happens. It was a proper sandbox. The game itself allows you to set your corner anywhere in the City, but for my own sanity, I opted for a destitute part of the City called Mire End, partly because it allowed the players the opportunity to be real heroes for their community, and partly because I have material from the first edition of the game that I could draw upon for inspiration. Fortunately, I had an absolutely fantastic group of players who really embraced the freedom that they were given to make creative decisions, and rolled with the results that came out, for good and for bad. All my players were people I've previously played with at Garricons and other conventions, and all of them are great role players.
PREPARATION
The initial step of my preparation was to re-read the A|State rules thoroughly and then go back through them and put sticky tabs in so I could find the relevant bits in play. I knew from the players that I had that they would have no problem with me referencing the rules during the game, so I didn't have to have it all installed in my head. However, I didn't want to spend huge amount of times hunting for things. On reflection, I could've used less tabs, especially as I very quickly realised during the actual play session that the index was very good and comprehensive.Rulebook prepared, I moved onto the setting. For preparation, I reread the first edition material – especially ‘The Lostfinder’s Guide to Mire End’ – and systematically took notes on plot ideas and NPCs that I could throw in if necessary. I also dug into the QuickStart (‘Nicely, Done’) and the other PDF adventure releases for the game line. In honesty, the first edition material was more than enough, once I cut through the name changes for some organisations and characters. I created spiral-bound copies from the PDFs to reference at the table, using my handwritten notes as pointers for where to go. And this worked really well in play. If I'd had more time, I would've extracted some of the images of locations and people from the PDFs and printed them separately, but that wasn't to be.
During the last week before the convention, we discussed the characters on the LongCon Discord, but I quickly realised that busy diaries meant that we were going to finish this at the table. As a result, I printed off copies of all the different character playbooks. Unfortunately, I didn't notice the fact that I'd accidentally overwritten the master copies of the playbooks when I re-created the playtest characters with the final version rules last time I ran the game. This was only discovered as we started to finalise, so two of the characters became people referenced in the flavour text within the rulebook. That was kind of fun.
The other preparation I did was to make sure I brought a power extension lead and several fans with me because the week before the convention the first heatwave of the summer arrived. I was sceptical how much we would need them, but very rapidly realised that they were a necessity in the afternoon when the sun started to shine directly onto the part of the building we were in. It may be an old stone building, but it doesn't deal with heat well; like most of the UK’s structures, it’s designed to keep heat in.
The only preparation that didn't pay off was a set of lovely etched reusable clocks for the game that I ordered off Etsy, but they didn't arrive until the Monday after the convention. However, I'm sure I'll have plenty of other opportunities to use them.
SATURDAY
We don't usually do an opening speech at LongCon or any kind of formal kickoff. Normally Graham goes around doing the networking thing he does so well, talking to players and GMs while I'm making sure they've got everything they need. I do wonder if we miss a trick with that, because you don't get much cross-fertilisation between the different groups like you do at the other Garricons. However, I suspect the format will work against that anyway, but it's something to consider for next time.I told the players that I'd arrive at the Garrison Hotel around 9:30 and we got ourselves started once we’d all arrived. It was a slow start, but an opportunity to catch up with people and to say hello. We went straight into building characters, then developing the corner – part of which was already there because of the existing background I had drawn upon – and then finalising off the Alliance sheet, which describes the ‘Troublemakers’ (characters) and the impact upon the community of their activities.
A|State is really a game about building community, creating hope and hopefully making a change for the better. The players were a disparate group, a Ghostfighter (knife-wielding warrior), an activist Street-healer, a Sneak Thief, a Mapmaker (fixer) and a Dinginsmith (hacker). Very rapidly, I had quite a complicated relationship web drawn of who trusted whom, and the key contacts and friends in the community. They all hung out on an old canal barge owned by the Ghostfighter which served as a home and community Health Centre.
It was interesting how some random elements developed and shaped the characters beyond the playbooks; Dr. Bob had brought a character photo for use, and their choice - a Bollywood star - captured Debbie’s attention. Out of that, an unrequited love between the Ghostfighter and the Street Healer was born. This drove plenty of interactions over the weekend between the characters and the plot. I love it when things like this become important for the shape of the game.
I started the game gently with two clocks (countdown timers) running for dangers – one involved action that one of the gangs was going to take, and the other was an unseen danger that would be revealed. The latter was a longer clock with eight segments, so unlikely to hit in the first three or four missions. The former, a 4 segment clock, was much faster and likely to rapidly become an issue.
Dr. Bob: Cool moments included the contrast between the Ghostfighter interacting with the orphans (from the Third Church Orphanage they supported) to keep them safe, but also using them as a spy network.
The game started with some gentle community interaction but soon escalated when one of the local street traders was beaten up by a gang of the youths who were increasingly becoming an issue. An initial attempt to talk the gang down didn't go well, and ultimately the crew decided that they had to do something about this. We then saw the Troublemakers setting up missions to build community support to take action, a key part of which was to draw upon the resources of the Forest Green area in the Burgh, as they had a militia. We saw diplomacy, deals and connections being made along the way the street healer got shot, but was fortunately only lightly wounded. However, threats had been made and the Ghostfighter and mapmaker led the Forest Green Regulars into battle against the gang when they wouldn't stand down.
It was brutal, and when the fighting stopped, the gang had been wiped out but at a severe cost. The leader of the Forest Green Regulars had been killed, as had half of his men, leaving their part of the Burgh vulnerable to the actions of the Watermark crew. During the mission, the crew had discovered evidence that the street gang was aligned with the Watermark crew, who were the strongest criminal faction in Mire End and part of the infamous Hohler Gang running gambling, prostitution fights and extortion across the whole district.
The situation escalated, as the Watermark crew attempted to fire bomb the canal barge used by the crew that also served as the community health centre. The Troublemakers relocated the barge, having put the fire out, but were now set on a path of confrontation with the Hohler gang’s allies.
Dr. Bob: Definitely the only RPG I've ever played with my feet in a dishwashing bowl of water!Sometime around this happening the heat in the hotel reached ridiculous levels so we were forced to stop playing for a bit and carry out a brave real life expedition to find ice cream. It was so hot that the local Morrisons supermarket had shut down much of its freezer section as the display freezers could not hold temperature adequately. They had no ice cream, no ice, and we ended up buying some dishwashing bowls and flannels to use with cold water.
Some of the players returned to the hotel but four of us took advantage of an air-conditioned car to go to a nearby Sainsbury's where we located ice cream and brought them back. I think we lost nearly three hours due to the heat and people not feeling in a good enough condition to play. Had this been a more traditional plotted campaign that I was running, I'd been very concerned about timing as a result. However, the open-ended sandbox meant that this was much less of a concern.
Once we resumed playing, things rapidly escalated as the crew hatched a plan to steal the money that the Watermark crew was collecting to pay onto the Hohler Gang as their cut. They planned to use this to discredit the the Watermark Crew’s leader, Garsey Hatchett, to gain funds for the community, and hopefully cause conflict between the criminals. Through some clever scouting, followed by sneaking, they managed to drug the beer at the pub - The Locomotive - that was used as a headquarters for the gang. They then snuck in, dealt with the two individuals who hadn't fallen asleep, and then appropriated the money and the gang leader.
They stashed the money in the canal barge, and dumped Garsey Hatchett into the canal while he was still drugged unconscious after a debate about what the best way to get rid of him was. As a GM, it was interesting to listen to the short moral argument about whether they should kill Hatchett (to make sure) but in the end, they decided that death by drowning was more credible if the body was ever found because it may look like he’d tried to run off with the funds and things had gone wrong. Meanwhile, across from the Mire End ferry stage in Folly Hills, the Hohler Gang was waiting for their payment to arrive on the last ferry of the night. It never did, and at dawn, when the first ferry of the next day crossed without the tribute, the gang members headed back to report the trouble to Mr Hohler himself.
Around then we broke for the evening, agreeing to restart at 10:00 the next morning.
I slept moderately well – it was warm but not too bad.
SUNDAY
I had breakfast with Graham, Keary and Dr Bob, and then a good natter with Dr Bob before going back to empty my room and set up for the Sunday session.The second day of the game seemed to pass much more quickly for me, and things were starting to build up a momentum of their own. The players started to try to build a consensus and establish a Burgh council to keep the Watermark and Hohler Gang out. They handled the increasingly desperate actions of the remains of the Watermark crew to extort money from the people of Mire End because they were afraid of the retribution of the Hohler Gang for the failed payment.
During this part, I was deliberately drawing on the various contacts that we’d established in character generation and play and showing them at the risk of harm. A power vacuum was forming and the Troublemakers needed to act to fill it and establish control over the Burgh or the Hohler Gang would just establish a new proxy with the remains of the Watermark crew.
We also completed the clock for the hidden danger which I started to plan to reveal. This was the Fulgurator’s Guild (who run the railways) surveying the abandoned line through Mire End with the intention of reestablishing it. This was a long term threat to the Burgh which was unlikely to have any direct impact in the time we had to play, but I wanted to make it feel like Mire End and the City were living, breathing places. The real threat to the corner was that the old viaducts and causeways had become the sites of shanty towns, raised as they were from the flooded streets below. I’d decided that the main viaduct near the former Mire End Terminus had a group who were growing a lot of the vegetables for the Burgh on it in a tight knit community so threatening that would be really significant for the community.
With the ongoing tension with the remnants of the Watermark Crew, the Troublemakers decided to destroy the Locomotive Pub, hoping to kill or drive out most of their opposition. They managed to plant explosives at the back of the pub.
Meanwhile, the Sneak Thief went to Folly Hills to visit the Dog Track and have a little flutter. She was accosted by members of the Hohler Gang and ended up in a meeting with Mr Hohler where she was offered a job working for him, replacing Garsey Hatchett. Mr Hohler made it clear that he wasn’t actually bothered who controlled Mire End, but rather about the revenue lost. Ultimately, with the Mapmaker, the Sneak Thief, a deal would be cut that saw the Burgh paying a cut to the Hohlers for their non-involvement in Mire End. The benefit for the corner was that all the rest of the money that the Watermark Crew extorted, from which the Hohler Gang took their cut, wasn’t being taken.
Dr. Bob: Graham did a sterling job of being the reasonable negotiator in the face of all us firebrands and nutters.The challenge was to get the neighbourhood to unite enough to agree to this and to also effectively keep some of the money they saved to start to improve Mire End. In effect, the Troublemakers were working on reestablish a Burgh Council. That was always going to be challenging; why would the relatively prosperous people of Forest Green want to deal with with the poor folks that live in the shanty towns around Redberry Park? The characters managed to influence key non-player characters to help them.
They were dealing with the folks on top of the Mire End Terminus viaduct when the Locomotive Pub exploded, breaking the Watermark Crew. Messier and more bloody than they had originally intended, but perhaps the only way to deal with a gang that only knew how to wield violence. As the smoke rose from burning pub in the streets below, they secured the commitment of the people on the viaduct to come to the Burgh meeting.
They followed that up with an interaction with the two Fulgurators who were surveying the viaduct, discovering the potential threat and trying to intimidate them into going away, only to be faced with bureaucracy and a formal notice of survey from the Guild. A problem that would most likely only grow.
The movers and shakers of the Burgh were brought together, and the final act of the game was to bring them together in a consensus, and to secure agreement to pay the Hohler Gang off. The Troublemakers swayed those present, and the tentative first steps to the recover of Mire End were set in place.
Graham: I'm glad we went to a negotiated settlement at the end. I would have expected you to TPK or punish our corner/burgh if we had tried to directly fight one of the largest crime syndicates around.
REFLECTIONS
I really enjoyed running this game; I had a great group of players and they took ownership of driving the plots forward. I had beats that I dropped in, along with non-player characters and groups, but really the story was driven from their choices. I’d be lying if I said I wasn’t nervous before I ran the game, because I knew that it was going to be two days of effectively reacting and building story together. I didn’t have the crutch of a preplanned plot line like I’d had running Stormbringer two years before. It was both terrifying and liberating.The thing is, I knew all the players who had signed up for my game, so I shouldn’t have been worried. They’re all good at owning the story and supporting each other, and riffing to build a narrative. Intellectually, I knew this, but I couldn’t avoid being nervous. I suspect that if I ever stop being a little nervous before a game then I’m doing something wrong.
There was only one character choice that worried me - the Dinginsmith. My concern was that the hacker style character was always a challenge in Mire End as the infrastructure is so shattered. However, I think we managed to make it work, and I found a way to link the character to the owner of the Mire End Cogworks (computer tech in the city is mechanical and can be at the nanoscale) in a way that was meaningful.
The mechanics of A|State worked well. It has a mission/downtime sequence like Blades in the Dark. Possibly the only challenge with managing that was when the Troublemakers decided to split and carry out missions in parallel. Initially, it felt very mechanical working through the resolution, but it very quickly just became part of how we were playing and faded into the background. We did see some good character development over the session, which did make a difference to what they could achieve.
There’s quite a lot that I didn’t write about above; the relationships the characters had with NPCs (for example the Street Healer had a former lover who was directly threatened by the action that they took and the Watermark Crew’s response), elements of their backstories that were significant (the Ghostfighter’s local fame and links to the Third Church of the Mortal God) and the quite open discussions about what the right things were to do. Sometimes they found themselves taking actions they preferred not so that they could tie the neighbourhood together (for example, the Ghostfighter, always a bit of a loner, ends up training the Forest Green Regulars after their leader was killed). We also saw the characters connecting people together in the community.
As we left the game, there were multiple threads that could have been pulled to follow up. I’d have happily considered running an ongoing game online if the players had wanted me to. It felt like a living breathing place, and they’d made a difference.
The Troublemakers made a difference to people’s lives, but will it sustain? Will they be remembered, or just fade away? As the game's tag line says...
“You will never forget the City, but the City will forget you.”












