26 November 2018

Fencing - Harrogate November 2018

The boys had fencing success at Harrogate in November, at their home competition in the Yorkshire Youth League

Yorkshire Fencing Nov 2018 - Taking a Fall
Aidan

Yorkshire Fencing Nov 2018 - Attack
Nathan

Harrogate Fencing Club 2018 Competition
Tea and Medals

24 November 2018

Some notes on running SCUP



At Furnace XIII this October I decided to run ‘The Sword, the Crown, and the Unspeakable Power’, a ‘Powered by the Apocalypse’ based game that is designed for player-vs-player (PVP) gaming. Clearly, it was promoted as being a way to play ‘Game of Thrones’ style games but it’s much broader than that. I used it to set a game in a city that dominated trade, being based in the middle of fertile plains and on the main navigable river network, rather like a Russ City-state. To be honest, my pitch was pretty simple:

“The defeat was shattering, and your armies were consumed by the advancing hordes. The first riders arrived bearing the grim tidings this morning, and the city is poised, breath held, awaiting word from the court. People are preparing their valuables and families to flee. The court meets tonight. Will you stay and fight, embrace the coming jihad or flee from your ancestral home?”


I stole a line from ‘The End’ by The Doors and called the set-up ’The End of Laughter and Soft Lies’ as it caught my imagination for the feel of the game I wanted. The nobility and the elite playing their petty games as they prepare to be consumed by the approaching threat; a fin-de-siècle feel as everything they know disappears in the churn.

The last element I threw in were some tags, as Furnace has guidelines that require a GM to flag potentially contentious content for the players in advance: PVP, dark fantasy, adult themes. As the game doesn’t shy from sex and violence (indeed, there are moves for both) it needed to be clear at the start.

The scenario was in the second slot, which is three and a half hours long. I reckoned that it needed four, but there was enough of a gap for a small over-run.

I spent a lot of time thinking about the scenario content and also sought some advice from the creators, who shared my question on their Google plus group. I took some of it to heart, and then did my own thing for the rest.

The first area to consider was whether to allow all the playbooks into the game. In the end, I decided not to use ‘The Crown’ or ‘The Gauntlet’, as they are the ruler and their enforcer. I wanted a power vacuum to open up right as the enemy approaches. I did keep the ‘The Hex’ (a witch/outcast magic user), but advised the players that this was a character which was a true outsider and would need to be pushed. I gave the players the option to have ‘The Screw’, the torturer character. They kept it in the selection, but we agreed that any torture would be off-camera. That said, no-one picked that playbook. I was a little worried that ‘The Bloodletter’, a dark Doctor character, would be a bit like the Hex, and perhaps disengaged, and it proved true for the first half of the game.

I decided that the playbook would start with an extra move, and 2 advancement points so it was easy to unlock another move by playing the characters hard into the plot. I also increased the honor rating by one, as this fuels some cool moves. The idea here was to help the players have cool things to do.

The creators had advised me to present a mythology and setting for a convention game, but this is when I decided to go my own way. I’ve run many PVP scenarios (especially with Conspiracy of Shadows, an early indie game) and I think that it is key to get the players bought into the world. Also, I love the co-creative way that many of the Apocalypse Engined games have adopted for world-building. I decided to do world creation at the start of the game; I figured it would take up to an hour, but that we should be able to have some fun if we were really focussed for the rest of the time.

There are some standard questions you ask as you build relationships and factions that the characters are aligned with, but I wanted to go further than that. There’s a great tool for building the mythology of the world (surprisingly not a template in the handouts) which I thought would resonate. I also decided that I wanted the players to flesh out their city so that they owned it and believed in it, so I started to build a list of questions which I went around the table in turn to get answers from.

The first set were all about the city the game would take place in. I wanted the players to be invested in this.
The game is set in a walled city on a rich, fertile plain. What is the city called?
Is it walled?
Does a river run through it, and if so, how difficult is it to cross?
What do other people say about the city?
Where do the poor live?
What are its neighbours and what relationships are there?
What are the main locations you know and frequent?
Where do the Council of Electors meet?

I went around the table asking the questions to each player in turn. Sometimes the other players suggested builds on the ideas that others had come up with. The answers were captured on some self-adhesive flip charts which we put on the walls around the gaming table. This was surprisingly effective as it acted as a prompt for me and the players during the game.

https://flic.kr/p/2c2Kwny

We ended up with the City of Wheel, a walled city on a critical trade route crossing of a river, which was crossed by many bridges. The city dominated trade between the ’savage nomadic horsemen’ on the plains and the Archipelago downriver and was ruled by an Emperor and Council of Electors.

Some key locations like the Palace, the Arena and the towers where the aristocracy lived came out of this.

The next section explored religion and the supernatural.

The City has spires and minarets.Are the gods active?
What gods are evil?
What gods are good?
What else?
Which god is the city’s patron?
If the gods aren’t active, who cares for the people?
What happens to the religious?
Do the people believe in evil?
What is the Unspeakable Power?
How does it interact with the World?
How are people who interact with it treated?
What festival is it today? How do people celebrate it?

https://flic.kr/p/2c2KwMb

We established that the Emperor was a God-Emperor who protected the ‘People from Evil’ and was worshipped by the official state religion. We also established that the Unspeakable Power came from Demons. Oh, and that it was the Emperor’s Birthday.

The final set of questions explored the city in more detail. This was aimed more at getting flavours and hooks the players could use.

The City is a stronghold?Is it truly strong? Why?
Does it dominate? If so, what? Trade, crops, transport routes...
What was the most famous defeat?
What was the most famous victory?
Would people care if the city fell?
Where would you go to carouse?
Where would you go for peace?
Where would you go shopping?
Where would you go to sleep?
This worked, as details were drawn on during the game. I’m sure that a longer campaign style game would have used them more.

The mythology was completed giving us:

In the Beginning there was peace with all, but then we meddled with what we should not. This resulted in poverty, famine and plague overtaking us and because of this there was fear, dread and panic until heroes stood mightily and now we must live our lives in constant vigilance.

https://flic.kr/p/2bKbqpe

I was fortunate that the player group I had were all really engaged with the game. Indeed, many of them were quality GMs who I’d happily sign up to play with without sight of the system or scenario before. Everyone shared an interest in the style of play, and the flagging before the game was opened to sign up made sure that we had players who wanted to drive the action.

I’d built myself a checklist for kicking things off with the players at the start.

1) Introduce self, players, tea and toilets.2) First of all, have you played PbtA games before? Explain if needed.
3) SCUP is a game that embraces PvP, much in the way that Game of Thrones or The Death of Stalin does. Expect to attempt to double cross, betray and even attempt to murder other characters.
4) SCUP is about the characters being in conflict. It is not about the players. You should be working together to make this as messy as possible, to point your characters at each other. This is power politics written in blood.
5) We will use the X-Card (explain).
6) SCUP has Sex Moves, again like Game of Thrones. They give both characters involved benefits. I am assuming that there will be a veil drawn over any use of this. Does anyone have any issues with this?
7) One of the playbooks is a torturer - is everyone cool that this is included as an option?
8) There are a variety of playbooks available for the game

The Adept - effectively the Mage
The Beloved - a prophet, usually from the people, has followers
The Black Hood - a master assassin
The Bloodletter - a doctor with capabilities close to the supernatural
The Hex - a witch (although I would recommend you think twice)
The Lyre - a performer, rabble-rouser, inspiration
The Screw - a torturer
The Spur - a militia leader, horseman and tear-away.
The Voice - a whisperer in the shadows, the power between the throne.
Which playbooks do you fancy?

This led me through it quite efficiently. We ended up with the Adept, the Beloved, the Black Hood, The Bloodletter, the Lyre and the Spur, which was an interesting mix. We did discuss the X-Card but it was never used in play for real.

We finalised patrons, factions and relationships between the players. This worked really well. Again, it was all visible on the wall so we could bypass the slow learning that a more campaign focussed game would work with.

patrons
: https://flic.kr/p/R12TZq

factions
: https://flic.kr/p/2anhTZC

relationships
: https://flic.kr/p/2bKbpSn

My final step before we started was to add two countdown clocks to the wall, in the style of Apocalypse World1, one for Riot and the other for Revolution. Riot was all about when actions the characters took upset or panicked the people. Revolution was about things that would make the mob want to rise up and throw down the aristocracy.
https://flic.kr/p/2bKbrw4

The whole process took close to an hour. Fortunately, because of the group and the co-creative process it paid dividends. Everyone knew the setting and everyone was empowered and involved in it.

I started the game In-Media-Res, at the celebratory feast for the Emperor’s birthday, with news of a great defeat arriving and the players immediately starting to plot to achieve power and engage with their enemies.

I also had a set of beats that I could draw on, ideas that would allow me to keep things moving. However, these mostly proved unnecessarily, as the players really ran with it2, making my input as the MC mainly constrained to stirring it up and explaining mechanics. I think I could have pushed it harder, but I didn’t feel the need.

The one thing that I’d have done better was to have engaged the Bloodletter character more. I noticed over the first 45 minutes or so that the player, Steve, was struggling for an in. I did try and throw in a few hints to help, but I don’t think the player-led plot was necessarily going the way that was easy for him to engage with. That said, all of a sudden he became the reanimator and it all got very complicated. Steve does suggest in his blog that a more formal scene structure like that used in Hillfolk (a game I have the PDFs for but haven’t read) may have worked better. He may well be right. I did try and move scenes around the players if they weren’t involved but perhaps was too passive. I could have thrown more challenges at individuals to drive this more - and to be fair, the rules do suggest that.

Overall, I really enjoyed the session and would love to try the game again. I think it works very well. I’d definitely be interested in hearing Guy’s thoughts on the preparation and execution here, with his expertise on one-shot games as he was one of the players.

Finally, just a shout out to the creators of this game as I really enjoyed the experience, and I think we all went away satisfied by the experience.

My original prep-notes can be found on Google Drive: https://docs.google.com/document/d/1onB0WcZ8r4rGAu11UO7V7jk8xNPLe9nVHllGyd8CYYY/edit?usp=sharing
24 November 2018



[1] All though I first encounter countdown clocks in The Sprawl
[2] Steve Hatherley blogged about the game and called this out. By nature, I am quite hands off as a GM, so if the players are driving plot I won’t tend to over-ride that as I think driving my vision would lose engagement in this kind of scenario. You can read his take here: http://fourlettersatrandom.blogspot.com/2018/10/furnace-2018.html

01 September 2018

Books in August 2018

Quite a few books, boosted by a holiday for 10 days.


Suldrun’s Garden (Jack Vance)
The Green Pearl (Jack Vance)
Madouc (Jack Vance)
More of a skim read this time, but I went back through the whole of Lyonesse to tag out the elements I’m responsible for writing about using a textual analysis tool called CATMA. Every time I read this trilogy I love it more and more.


Cthulhu City (Gareth Ryder-Hanrahan)
I enjoyed this; the ideas are different and evocative but ultimately the book doesn’t deliver what I expected. It’s very much a gazetteer of Great Arkham and details the individuals that tie it together. Every individual has three options; victim, sinister or stalwart, and each location can be masked or unmasked. Cults are detailed with some motivations and frictions. It’s a toolkit to build a sandbox.

I’d have liked to have seen some more guidance on running a Cthulhu City campaign and how to make it distinctive, perhaps with some ideas for plot arcs and using the noir/pulp feel within the setting. The introductory adventure is good, but it doesn’t really feel tied to the themes within the text. I expected to see more that keys into the backstory and the characters arrival into the city.

The cover art is great but the internals less so.

All in all, I liked this book and will run something set in it, but it didn’t quite hit the mark for me.


Surviving AI: The promise and peril of artificial intelligence (Calum Chace)
A reasonable short overview of artificial intelligence including the work that has been done so far, current fields of study and then extrapolation on what the consequences could be. A good primer.


Runcible Tales (Neal Asher)
A collection of short stories set in Asher’s Polity Universe. Good fun. I read a paper copy four years back, Goodreads tells me.


Mason’s Rats (Neal Asher)
Three short stories about how a farmer deals with the situation when he encounters super-intelligent rats. This amused me.


The Parasite (Neal Asher)
A novella by Asher set in the future. A comet miner comes back with something in him, and the corporation he works for tries to dispose of the awkward and financially damaging evidence. This is classic Asher, black and white, Bond-flavoured action thriller full of technology, space, sex and violence. Hints of the Polity, even if it’s not part of that series. I enjoyed this a lot. Fast paced action thrills.


Collected Folk Tales (Alan Garner)
A pot-pouri of folk tales and poems brought together by an author I love. I enjoyed the collection, and all along the way was seeing the potential of some of the plots and creatures for roleplaying scenarios. It is a mixture - some of the stories evoked more of a response with my than others - but overall worth the time.


The Expert System’s Brother (Nicolas Tchaikovski)
I like Tchaikovski’s work, and this is a cleverly written and plotted story of humanity colonising another planet. However, it didn’t really land with me as I found myself very detached from the protagonist. That may have been deliberate, based on the plot, but it doesn’t draw me to read it again. I may reconsider the 3 stars I gave it on Goodreads though.


The Lost Child of Lychford (Paul Cornell)
I enjoyed the first in this series so have come back for more. This didn’t disappoint. A short/novella length piece, this has similar vibes to the Rivers of London series, with the supernatural touching the real world. It’s just before Christmas at Lychford and foul deeds are afoot. The three witches have to find a way to understand the threat, defend themselves and reality, and save the life of a young child. Good fun.


A Long Day in Lychford (Paul Cornell)
The third book has trouble caused by disagreements between the witches, threatening the threads that bind reality and Lychford together. This accelerates rapidly from one of the witches having a serious disagreement with a local over Brexit triggered by the colour of her skin. Enjoyable, if there are more, I’ll read them.


The Sword, the Crown and the Unspeakable Power (Wheel Tree Press)
A re-read in depth of the PbtA game that I’ll be running at Furnace this year. Good stuff.


Owning the Future: Short Stories (Neal Asher)
The last of the short story collections that I bought recently. I enjoyed this most of the selection we had, especially the expansions on the Owner universe.


Wyntertide (Andrew Caldecott)
This is the sequel to Rotherweird and it works very well. It could have done with a plot summary at the start for what has gone before but it came back to me as I plunged in. The story escalates nicely, but ends in a very Empire Strikes Back moment with the forces of good at a low point. And I need to wait until June 2019 to find how this ends. Great book.


Noumenon Infinity (Marina J. Lostetter)
This is the sequel to Noumenon which I read earlier in the year. It takes the story of the original Noumenon multi-generation mission forward with its return to the web, and adds in the story of another Convoy Mission. Three separate threads twist around each other and then finally meet in a slightly confused ending. It works, but it was a little complicated at the end (even though I’d guessed one of the reveals a while earlier. I’ll look for more by Lostetter in the future.

06 August 2018

The One Ring - Season 6 -The Passing of Beorn

The End of Season 6


We finished the sixth season of our One Ring campaign run by Paul Mitchener tonight. After a quiet fifth season, this saw our fellowship of four hunting down the Werewolf of Mirkwood, and entrapping its spirit in the body of our Wood Elf.

We travelled to take advice from Beorn, as a shapechanger and ended up travelling high into the Misty Mountains where the shapeshifting spirit of the Werewolf was taken away by the Hunter as he crossed Middle Earth. Unfortunately, Beorn disappeared at the same time (Eye of Sauron), sacrificing himself to free the world from an ancient evil.

We started back down to tell the Beornings the sad news, and quickly stumbled into a large patrol of orcs, led by an Orc Captain, two Uruk-hai from Mordor, a Mountain Troll and about two hundred orc soldiers and archers. On the plains below we saw a Nazgul riding towards the Beornings. Improvising, we split the vanguard from the main body by means of an avalanche (stonecraft use) which partly blocked the route down from the High Pass. My Dwarf despatched his Raven friend to warn the Beornings and we prepared to fight a desperate battle. We killed the orcs, but constant arrow fire and the Troll battered us back, and our Ranger collapsed unconscious from his wounds, to be saved by our Woodswoman. The whole fellowship was weary by now and had very little endurance left.

Fleeing down the mountain, we hid and rested in a cave, securing the entrance and then breaking into the orc tunnels behind as the troll broke through. A challenging scramble through the dark got us outside on the Eastern side and we made it to the resting house by the Old Ford. Use of Courtesy and Song inspired our Beorning hosts, and drove off the dire influence of the Nazgul. We rested our weary bodies, drinking ale and filling our pipes. The Raven returned, having warned the Beornings and also travelled to inform Radagast, who was on his way...

---
We really thought we were going to have character fatalities tonight. Far too many Eyes of Sauron! The troll was nearly our undoing. This season felt really epic.

The good news is that the campaign will return in October, for Season 7. We're really loving the Darkening of Mirkwood...



The One Ring image - By Xander - own work, (not derivative from the movies), Public Domain, https://commons.wikimedia.org/w/index.php?curid=1953341


02 August 2018

Books in July 2018

Dark Albion: The Rose Wars
This is RPGPundit’s take on the War of the Roses, effectively giving a Dark Fantasy Game of Thrones type setting for D&D. I’ve been impressed because it walks that line between too much and too little detail. It does need a good proof read and perhaps some light editing, but I could easily imagine playing or running this. There are some subtle jokes in the text as well, but they don’t harm the feel. It’s presented with a minimal of unique rules and could easily be run for any version of D&D.


A Brief History of Time (Professor Stephen Hawking)
I had never read Hawking’s book, having started with Kip Thorne’s Black Holes and Time Warps but decided that I need to correct that after the announcement of his death. I picked up a copy on my Kindle, and then the audiobook from Audible as a cheap upgrade, so I listened to the unabridged edition on the commute. It was fascinating; initially, I was let down by the delivery of the narrator but eventually started to appreciate his style which fitted the book. Definitely worth checking out if you haven’t dipped into it.


Bridging Infinity (Ed. Jonathan Strahan)
The fifth in the Infinity short story collection, this one presented views of the future for humanity. A number of them were climate change scenarios, but there was a good deal of variety. I only found one story that was a struggle but it was worth it once I pushed into the main thread. I’d definitely recommend this sequence of books.


The Storm before the Storm (Mike Duncan)
This was the unabridged audiobook version of the book covering the period of Roman history from the Gracchi Brothers through to the death of Sulla by the presenter of the History of Rome podcast12. It is read by the author, so feels like a more formal version of the podcast. This is a deep dive into the Roman politics and the conflicts that set the stage for Pompey, Crassus and Caesar’s wars and then the collapse of the Republic into an Empire. There are really scary parallels to some of the things happening in politics in the UK and USA right now. I enjoyed this book a lot. It would be a good period to set a historical RPG scenario in with chaos, conflict, confusion, greed and rivalries both individual and political.


––––––––––––––––––––––––––––––––

1
Run, do not walk, to listen to the 170 odd episodes of this. It is truly excellent.
2
As is the Revolutions podcast series he has followed The History of Rome up with.

07 July 2018

Books in April, May and June 2018

This has been a busy few months so here’s an amalgamated set of books that I’ve read. I’ve also included a couple of audiobooks which I’ve enjoyed.

Reservoir 13 (Jon McGregor)
This effectively picks up where The Reservoir Tapes – which I read last month – finishes. It’s a very different book; the former comprised fifteen different points of view about the disappearance of Becky Shaw, a 13 year old girl, with the conceit that they were all stories told to a reporter in the immediate aftermath of her disappearance. There is no denouement; instead, you have to piece together connections to try and work out what was going on. This book takes a different form; it is a tale of the years for the village that the girl was staying at when she disappears. We are voyeurs who see the changes and ripples of the event going forward as the seasons remorselessly change. The people of the village are transient compared to the reservoirs and hills of landscape.

Structurally, the book has no chapters as such. Text runs together over periods of time, like a series of notes. It’s not stream of consciousness, but rather a stream of events. We can pick up on an individual for a line, a number of sentences or even a page, but then the text - rejecting conventional paragraphs - just flows into the next event. When you reach a break, it’s always at some natural pause. The structure draws you through and I found it very effective. You also feel the rhythm of the seasons, with the repeated events and the changes that come through as people grow old, move away, fall in and out of love, or die. It’s all set in the context of Bex, or Becky or Rebecca Shaw’s disappearance and the impact that it has on the lives of everyone in the village.

I really enjoyed this book; you are drawn into the lives of the people in it, a passive voyeur, all the while hoping, just hoping, that some kind of conclusion will be found. But eventually, whether or not it is ceases to be a real concern as you find yourself caring more for the lives of the people left behind as they live on set against the slow time of landscape.


Delta Green Handler’s Guide (Dennis Detwiller)
I printed out a copy of the Handler’s Guide to read as part of my preparation for North Star. I’m really impressed with the quality of the book; it’s very usable, well written and beautifully laid out. This is in effect the setting book for Delta Green.


Stranger Things - The Ultimate Guide (Stephen Smith)
Reading in preparation for North Star. This was a very usable reference while I was preparing the game to run.


Delta Green - The Way it Went Down (Dennis Detwiller)
Flash fiction set in the Delta Green universe, much of it culled from mood pieces in the game material. Lots of flavour that leaves you wanting more.


Delta Green Agent’s Handbook (Dennis Detailer)
I re-read the player’s book (which contains much of the rules) for Delta Green just before North Star. Very well done.


The Trinity Six (Charles Cumming)
The story tells about an academic who has stumbled into evidence that there may well have been a sixth agent in the Cambridge Spy Ring, one who has been protected by the UK Government. The discover places him at risk as he searches to discover the truth. I found this an enjoyable read; Cumming definitely has a claim to be trying to be a successor to le Carré.


The Forbidden Lands Player’s Guide (Beta)
This is the retro-styled fantasy heartbreaker from Fria Ligan. I’m impressed with what I’ve read; it definitely lifts from other sources such as the resources dice in the Black Hack along with shades of Dungeon World’s play agendas. It may be a little on the lethal side; I need to explore this a bit more and maybe play it.


The Letter for the King (Tonke Dragt)
This is a Danish Young Adult classic. A young squire is called to adventure the night that he should be completing his vigil to become a knight. It’s a simple story, told well, one that I would have appreciated more when I was younger.


Dogs of War (Adrian Tchaikovsky)
Rex is a Good Dog, a bioengineered corporate soldier who leads a team with a bioengineered crocodile (‘Dragon’), bear (‘Honey’) and Bee Swarm (‘Bees’). Master is a corporate troubleshooter, deployed to fight a war in Mexico against insurgents. Atrocities have been committed and Rex and his team have to deal with the conflict between morality, feedback chips and the fact that although they are sentient yet property. I enjoyed this.


Rupture (Dark Iceland #4) (Ragnar Jónasson)
I had an urge for some more Icelandic noir for the minimalist difference so I decided to read the Ragnar Jónasson books that are sitting on my Kindle waiting for the right mood. The fourth of the books with Ari Thór in, this sees Siglufjördour isolated and quarantined because of a dangerous ‘flu case. Thór spends part of the time digging into a closed case from the 1950s when new evidence is brought to him. In the mean time, a reporter contact in Reykjavik helps him out by checking details, and also gets drawn into a separate, brutal investigation. Again, enjoyable, but perhaps failing to land the feel of the quarantine’s isolation and the fear of disease fully.


Whiteout (Dark Iceland #5) (Ragnar Jónasson)
There’s a shift in the style of the series with this book, as it spends more time at the start in the set up to the story without the protagonists. Ari Thór is called in to support his former boss investigating a suicide with suspicious circumstances just before Christmas. Set on an isolated headland with a lighthouse, a farm and a well-to-do family home, you can really feel the remoteness of the place. I really enjoyed this one; the atmosphere builds well.


Noumenon (Marina J. Lostetter)
A SF novel about the journey to another star which has shown anomalous readings to astronomers. Is it an unusual Oort Cloud, an alien mega-structure or something else? Earth is sending of multiple missions into space to explore the galaxy, and this is one of them. It starts with the pitch for a slot in the mission rosters and ends thousands of years later. This is a generation ship tale with a twist; it follows the mission from its inception to its arrival at the target star, but then goes further to explore the changes in society that two thousand observed years of travel brings to both on the ship and Earth itself. Another slight variation to the genre is that, although this is a generation ship, each new generation is born artificially from clones of the first generation. I really enjoyed this; it reminded me of some of the great thought experiments and extrapolations of early SF.


Lifeboat (Marina J. Lostetter)
A collection of three short stories from the author of Noumenon. I enjoyed them, but not as much as the main novel.


The Cthulhu Hack (Paul Baldowski)
Sixth revision printing of the Cthulhu Hack, which features a significantly improved layout with a new font that makes it far more readable with a cleaner look. I think that this is one of the cleverest evolutions of The Black Hack and well worth the time. I need to get this to the table.


The Dark Brood (Paul Baldowski)
A new supplement for the Cthulhu Hack, focussing around the mythos of Shub Niggurath. This gives plenty of interesting material, plot ideas and options for you game. It would be usable with other Cthulhu games and more Lovecraftian D&D. It does link back to an earlier book, From Unformed Realms.


Lyonesse 1: Suldrun’s Garden (Jack Vance)
Lyonesse 2: The Green Pearl) (Jack Vance)
Lyonesse 3: Madouc (Jack Vance)
I spent the best part of two months listening to the audiobook versions of the Lyonesse trilogy by Jack Vance as published by Audible. These are really well done (although the narrator does have some affectation in how he says a few of the words) and listening to the whole - unabridged - work in one fell swoop as definitely worth it. Recommended

25 June 2018

The One Ring - Season 6 - The Werewolf of Mirkwood

The thing about meddlesome elves is that they're meddlesome.



We returned to our One Ring campaign today, run by the excellent Paul Mitchener. This is the latest 'season' we've been in (Paul runs 4-6 sessions over hangouts and they always seem to finish pretty climatically).

Today we set about ensnaring and slaying the Werewolf of Mirkwood; we'd killed it before only to have it come back. This time we'd sought advice from Saruman, and had the assistance of Radagast, and an ancient artefact. The plan went swimmingly (clearly the dice were paying us back for the multiple Eyes of Sauron we rolled on a trek to Angmar some seasons ago), right up to the point when our wood elf Miriel (who can now go full Legolas) deciding to try out the use of the Black Speech that she'd learnt when visiting Saruman. Sadly, the werewolf's spirit took this as an invitation and decided to take up residence inside her.


She assures us it's all under control, but Radagast looks worried and the GM keeps smiling and asking for Wisdom checks. Next stop is a visit to Beorn to try and get some advice...

The One Ring image - By Xander - own work, (not derivative from the movies), Public Domain, https://commons.wikimedia.org/w/index.php?curid=1953341

02 April 2018

Books in March 2018

The Sword, The Crown and the Unspeakable Power (Todd N. & Tom J.)
This was an RPG I backed indirectly last year on Kickstarter thanks to Steve Ellis pulling together a group order. It promised a ‘Powered by the Apocalypse’ engined game aimed to create the kind of power politicking seen in Game of Thrones, as endorsed by Niccolò Machiavelli. On an initial read through, it may well have achieved that aim. Of course, the proof of the pudding will be in the playing, and unfortunately this arrived too late for me to try at Revelation 2018.

The default setting is the traditional western world take on fantasy, but there are notes on using other settings and mythologies. Playbooks have a variety of archetypes who can be common or elite, and may be patrons or agents of others. You can be Crown in this game, but it does expose you nicely. The initial play defines mythology and also who controls what resource. Some moves are powered by spending your honor (effectively a stat that shows your reputation with the faction to whom you are aligned). Each character will have a faction (which may not entirely overlap with their core activities).The Unspeakable Power is magic, from whatever source it comes from.

The game is definitely PVP, across all areas (social and physical) and there is guidance for making sure that the players are all comfortable with this. The X-card gets a run out, as do lines and veils. As one of the playbooks is effectively the Palace Torturer, this is probably a good thing. In conclusion, on initial read this is one of those games that makes me want to get it to the table. I hope it delivers.


Alice (Christina Henry)
I’d seen this book on Amazon a while ago, and had dropped it on my wish list to pick up at some point. When I saw it on the daily deal for Kindle, I snagged a copy straight away. I’m really glad that I did. Lewis Carroll’s Alice in Wonderland is one of those books which I read, repeatedly, at a young age. Partly because it was one of the few books suitable for me at my grandparent’s house, but I enjoyed the story as well, especially the clever dark edges to it as reality turns out to be something different to what you expected.

Christina Henry’s take on this is delicious. Alice is locked up in an asylum after a terrifying experience with the Rabbit and more. Her next door cell-mate is Hatcher, an insane murderer who becomes her friend. Events ensue that leads to them escaping the asylum, and heading off to seek revenge on the Rabbit and find Hatcher’s family. They travel deep into the Old City, a dystopian urban nightmare of competing gangs, violence and abuse run by bosses like the Rabbit and the Caterpillar. Although the magicians were banished from both the Old and New City years ago, magic remains, and the Jabberwocky is stalking Hatcher.

I really enjoyed this book; there’s an energy to it, and a darkness that pulls you on. It’s not a nice book; violence and abuse are everyday events in the Old City and both of the protagonists are broken and quite brutal when provoked. If anything, this is partly a journey of them finding what remains of their humanity. I really enjoyed this book, and found it hard to put down.


The Red Queen (Christina Henry)
Having finished Alice, I immediately bought the sequel. Rather than being an urban dystopian nightmare of gang violence, this book is a quest. Hatcher and Alice travel beyond the City to try and find Hatch’s daughter, entering the lands of the White Queen and Black King.

This is not as strong a book as the first novel, as it is far more traditionally linear, more conforming to classical fairy tales. What happens is far less of a surprise and less twisted than the first book. That said, it was satisfying and enjoyable, and I’d love to see more in this setting.

Elysium Fire (Alastair Reynolds)

A new Alastair Reynolds story is always something to look forward to. A story set in the Revelation Space universe even more so. This tale is set in the Yellowstone system (featured in Chasm City, The Prefect (now Aurora) and more), at the height of the Glitter Band. The character Prefect Dreyfus is, once again, at the heart of the story (although it’s more of an ensemble piece with his team this time), and Panoply tries to prevent an existential threat to society whilst dealing with agitation from member communities to secede. I guessed part of the reveal towards the end but not the whole thing. I’m hoping that there are more books about Dreyfus and colleagues.


The Princess Diarist (Carrie Fisher)
I picked this up on impulse; it’s the late and sadly missed Carrie Fisher’s diaries from the filming of Star Wars. The more recent commentary has a lovely, relaxed, almost conversational tone. This is the book where she revealed the truth about ‘Carrison’ as she called the relationship between her and Harrison Ford.


Notes from the Upside Down (Guy Adams)
This was prep for running the Delta Green/Stranger Things mash-up I have planned for North Star in late April. Best reviewed of the various ‘Unofficial Guides’, this seems to be more focussed around the influences on the show rather than the show itself. It’s fair to say that I’ve learnt a lot about John Carpenter, Stephen King and media trivia from the Eighties, but I’m not convinced that I got out of this what I was looking for in terms of material to plumb. Certainly an interesting read.


The Reservoir Tapes (Jon McGregor)
I picked up the novel of the BBC Radio 4 series written by Jon McGregor. It’s an interesting concept. The author describes it as a ‘who dun-what’ rather than a ‘who dun nit’. There are 15 different points of view, supposedly from interviews by a reporter, all about the disappearance of a 13 year old girl while on holiday in a small village in Derbyshire. The book is quite literally the script for the BBC version (which can be downloaded as I write this), and each chapter is an episode. I was hooked from the first interview, which takes the form of an overheard conversation. I have picked up the linked novel Reservoir 13 to read later. It has to be said that I really enjoyed McGregor’s first novel – “If no-one speaks of remarkable things” – but somehow missed the work that he has done since. Something that I need to remedy.


Stranger Things - The Companion (Nick Blake)

A very concise and focused overview of both series of Stranger Things which was much more what I was looking for, yet still managed to cover many of cultural references that Notes from the Upside Down focussed on. Think of this as the gruff Northern version, not wasting its words yet providing more information in a more easily usable state. That said, it didn’t have the edge of dry humour and wit that its competitor had, but it also lacked the many digressions. I preferred this book.

20 March 2018

The One Ring - Season 5 - Confrontation at Woodman Hall

Ringwraiths. No sense of humour.

We’re in the fifth ‘season’ of our campaign of The One Ring run by Paul Mitchener and broadly following the arc of the Darkening of Mirkwood. Tonight, we faced down three Nazgûl at Woodman Hall, expecting to die or worse. We did have Radagast at our backs, but somehow we won through. The bad dice rolls at the end of last season as we entered the heart of Angmar turned to good. I can’t believe the last roll I made. Our fellowship, shocked but grateful returned to feast with the Woodsmen. Love this game.

Finally, the Dice are kind...

2 March 2018

03 March 2018

Books in January and February 2018

I’ve added in the roleplaying games now, as I share this entry on The Tavern forum as well and that place includes RPGs in the ‘books read’ section unlike the late lamented UK Roleplayers site. I won’t be including part read RPGs.

The Journal of Reginald Campbell Thompson (Cthulhu Britannica)

This is a prop for the Cthulhu Britannica: London setting’s Curse of Ninevah campaign. I’d owned the PDF version for a while, and decided to pick up a physical copy when Cubicle 7 sold off their stock when their licence from Chaosium ended. Of course, as I was ordering the book, it went out of stock so I ended up tracing a new copy down on eBay. Hardbound, it’s the same kind of size as a Moleskine and tells the tale of an ill-fated expedition to Nineveh by a team from the British Museum. It isn’t the full story, but it does a grand job of teasing what went wrong. It’s enjoyable, and I think that players will lap it up if they get the chance to find and read it in the game. It’s not essential, but it’s a lovely extra.

Tremulus (Sean Preston)

This was a re-read of a ‘Powered by the Apocalypse’ game which I backed on Kickstarter some time after I picked up Dungeon World. I’m planning to run it at Revelation, a roleplaying convention in Sheffield which will be over by the time that I post this. Tremulus is a game of Lovecraftian horror; it has a very bleak feel and the characters are very much expendable. I like the simplicity of the approach, which combines effectively with a structured playset approach where the scenario is built by asking questions.


The Journal of Neve Selcibuc (Cthulhu Britannica)

This is the second journal made as a prop for the Curse of Nineveh campaign. This time, it is the journal of Neve, a young American woman which has travelled to the UK to spend time with relatives. Along the way, she stumbles into dubious activities which are linked to the Campbell expedition. It’s a teaser; Neve is meant to tell the characters much of this, but it fleshes out the backstory. Again, you don’t get anything near the full story; it’s a hook into the adventure. It is an enjoyable read through.



Madouc (Jack Vance)

The third book in the Lyonesse trilogy, this tale picks up and weaves together happenings from the previous stories. Princess Madouc is one of the key protagonists in the tale, as she grows up and resists the King’s aim of marrying her off for a politically beneficial marriage. Along the way she discovers that her ‘pedigree’ is not what she expected, and that she has Faerie blood… I really enjoyed this trilogy. I wanted to pick it up and read it all again, straight away, which I may do quite soon.



The Sprawl (Hamish Cameron)

I had to re-read the Sprawl because I was running the game at Revelation 2018. I really like the way this one works; chrome slick adaptation of ‘powered by the apocalypse’ principles with the tools to let you run heists and general illegality so they have the feel of a good movie. You do the legwork, and the mission is affected by the outcome. Good stuff. I may have to get a print of the black on white version though as my eyes aren’t quite what they were.



Ironclads (Adrian Tchaikovsky)

Set in decades after Brexit, the UK has become a frontline state in the battle of corporate owned America with the Europeans. The protagonists are an American unit fighting in Scandinavia, normal infantry in a high tech war with robots, biological weapons and Scions. Scions are a form of mech armour, which is effectively invulnerable to infantry, and usually used by board members and owners of companies. The team are sent to find out what happened when a Scion goes missing deep in enemy territory. I really enjoyed this - a cyberpunk war story.



Witches of Lychford (Paul Cornell)

Lychford is a small market town in the south of the UK which also happens to be at a juncture between worlds. A supermarket plans to build a new store, rearranging the geometry of the town’s roads, a decision which will break the protections that have been in place for centuries. An elderly local witch seeks allies to protect reality including the local Vicar and the New Age shop owner. I enjoyed the pace of this, and will be looking at more in the series. Unfortunately, my play experience showed issues with the moves and the balance of the stats.

07 January 2018

The Madcap Laughs

Bound working copy for 3 convention slots
Just found the bound copy of the conversion of The Madcap Laughs, which Graham Spearing and I ran at #Furnace a few years ago. We converted the Stormbringer 2nd scenarios to Wordplay, then ran it over three sessions of the five at the convention. My copy has ripped out pages as Graham misplaced his during the con, and he needed the reference.

It was great fun and foreshadowed the current trend to multi-slot sessions. The only difference is that each slot had the potential for different players so each part was standalone.

It was also interesting, as we co-GMd. One of us led the narrative, the other played the NPCs and helped the players out with any issues.

The characters were developments of the ones played by Duncan, Derrick, Sarah-Jo, Clive, Charles and Andrew in my old home campaign.

Good times.
7/1/2018

03 January 2018

Books in December 2017

Quite unintentionally, December became a bit of a SF month for me.

Artemis (Andy Weir)

So, the sequel to The Martian, a book (and film) that I enjoyed immensely. I made the mistake of reading the Adam Roberts’ review in The Guardian (https://www.theguardian.com/books/2017/nov/15/artemis-andy-weir-review-the-martian) before I started this. My initial impression of that was that it felt like sour grapes about the success of the first, self-published novel. But was he right?

On reflection, I do think that some of the criticisms are justified; the novel - stylistically - is not sophisticated. It is more akin to the old juvenile SF that I loved growing up. The style is the same as The Martian, but this time the info-dumps tend to come in the form of letters between the protagonist and a pen-friend, something that actually meshes very tightly to the plot at the end of the novel. Like The Martian, it carries itself along with the energy that the main character has in overcoming the problems that they are faced with. That in itself harkens back to an older form of SF.

I really enjoyed this book, probably because of the nostalgia for a style that it engenders. Traveller is, after all, my favourite SF-RPG and that is grounded in the same roots. It isn’t as good as The Martian, but is definitely worth a look.

Ready Player One (Ernest Cline)

This one is so grounded in geek culture that sometimes it almost tries too hard. The concept is simple; with climate change and a thirty year recession that shows no sign of going away, the world is a much less pleasant place than it is today. The protagonist - Wade - is a student, growing up in trailer stacks (imagine a 3D trailer park) and attending school via OASIS, an interactive 3D virtual reality that much of the population retreats into to escape a world with far too few opportunities. Wade - or Parzifal, as his avatar is known, is hunting for a huge prize in his spare time; the chance to inherit the fortune of the founder of the company who created OASIS.

The prize is hidden in the form of a quest that brings in a mixture of 70s and 80s tropes; video games, D&D, music and pop culture. As Parsifal progresses, the pace and the risks step up, and he finds that there are those who will take action in the real world to enable them to succeed at the quest. Like video game, the tempo at the end made me read the last third of the book in a single sitting, not wanting to put it down. It isn’t the best book I’ve read recently – I only gave it four stars on Goodreads – but I really enjoyed it. I’m looking forward to seeing what the film version will make of it[1].

Fever Swamp (Luke Gearing)

A short sandbox hexcrawl setting compatible with most OSR rules, set in swampland that can only be realistically traversed by boat. Nicely presented (there is something that reminds me of the old Ladybird books in the small hard cover format) and clearly laid out, this is a setting that could be dropped into other fantasy campaigns quite easily. Even though there are some plot hooks that can be used to draw characters in (the search for a missing - and wanted - scholar, for example) the direct engagement to another campaign is less obvious than the previous Melsonian Arts Council book, the Crypts of Indormancy.

The other area that is a little lacking is on the environmental hazards of the journey through the swamp. I feel that there was an opportunity lost to present some none creature and combat based encounters; however, this may well have been influenced by the ongoing play I have had in a One Ring campaign where travel is much more significant. As it stands, the longer you travel in the swamp, the more likely you are to catch a disease. The drag of the environment itself - coldness, wetness, dirt - is left to the GM to improvise.

That said, this is a competent, well presented, well organised and useful setting. It just doesn't scream "run me" in the way that others like Crypts of Indormancy, Slumbering Ursine Dunes and Hot Springs Islands have.

Persepolis Rising (James S.A. Corey)

The seventh book in the Expanse series (so this would equate to something like series 8 and 9 on TV at the rate that they are converting the books). This book does something radically different; it advances the timeline of the story thirty years further into the future, allowing us to discover the long term consequences of the events in Babylon’s Ashes. Holden and the Rocinante are still around, but some of the old alliances and power structures have realigned, as might have been expected after the cataclysmic events in the preceding books. It’s interesting to see the shifts in motivation that have occurred; everyone is recognisable but they’ve also moved on. The story builds on elements from the previous books, things that have been left there hanging, and the ending, while satisfactory, leaves me wanting more. I enjoyed this a lot, but you don’t carry on reading up to the seventh book of a series if you don’t enjoy it.


[1]: Especially if the D&D module reference makes it into the plot.