31 December 2023

Setting up clocks on Roll20

Screenshot of a detail of a Roll20 browser window. There are two large tracker clocks - a red coloured 20 segment one set on 8 at the left and a yellow coloured 6 segment one set at 3 on the right. The right-hand clock has four smaller 5-clocks set at 3 positioned around it at NW, NE, SE, SW.
The clocks...

This one is more of a note for future reference on how to set up the clocks of Roll20 for the future. I used clocks I'd bought in the marketplace from Lazarus the Cartographer.

  • Add in the clock elements using the "Game Addons" on the launch page for the game.
  • Launch the game. The clock elements will have their own pages you can ignore.
  • Make sure you're on the token layer.
  • Go to "Collection" on the right hand menu.
  • The clock elements will be under "Rollable Tables".
  • Click on the table entry and click the check box "Players can roll from Table".
  • Click on Token, which will add a multisided token to the page; position and scale how you like.
  • Click on the Token and then the Gearwheel icon
  • Give control to "All Players".
And you're done. 

Anyone in the game can now adjust the clock using a right-click on the token, selecting multi-sided and choosing the table entry displayed. It's nowhere near as simple to do as the Role VTT but works fine.

31 December 2023

30 December 2023

Gaming in 2023

 

Google Sheets doughnut of games played in 2023 (results in text below)
Final Doughnut of the year

I don’t think that I’m going to have any more game sessions this year (as the Mausrítter one that the kids had been planning has fallen through, and it looks like I won’t get enough players for the Cepheus Orbital 2100 game I’ve pitched for the holidays), so here’s the update on the year. 

I played 48 sessions (slightly down from 2022), 13 of which I was GM for and 11 of which were face-to-face. The big change was the drop in my GMing; it’s almost a complete reversal of the previous year’s numbers and that’s driven by the end of the Curse of Strahd campaign.

The most played game I for me this year was Trail of Cthulhu, as we returned to the Eternal Lies campaign that we started back in 2021. Currently in Malta, this is proving to be epic and scary, with the irony being that all of us involved have read the campaign at some point. We briefly went from two players to three, but have since dropped back to a duo as Nigel couldn’t make it for medical reasons. I’m hoping he returns but then again the intensity of having two players is great. Rich runs a great game.

The second most played game was Conan 2d20, ably run by Graham as we went through the Shadow of the Sorceror campaign. This captured the feel of the books really well, and had such a strong flavour that it influenced the Achtung! Cthulhu game that I have started to run by making me choose to run a different campaign to the one that I originally planned.

Those systems have been the story of my game year; Gumshoe and 2d20 have dominated. I’ve played and run both, with 16 games of each. This has been the 2d20 breakout year for me. I ran Star Trek Adventures at North Star (in an incredibly fun interlinked game with Dr Mitch) and have started running Shadows of Atlantis since. After years of playing Gumshoe, I ran my first ever game at Furnace using Swords of the Serpentine and it was great fun. It was a bit disappointing that we didn’t manage to restart the Yellow King campaign, but hopefully that will happen at the start of the 2024.

Graham ran a short playtest campaign of Heroic Fantasy 2e, which was fun, but I eventually had to drop out of.

Worth noting that City of Mist and D&D5e are the only other games with more than one session. City of Mist is becoming a perennial for me and will be one of my offerings at Revelation 2024. Great setting and system. 

Standout games for me this year as a GM have been The Zone (at Furnace) and Echoes (STA) at North Star, plus the climax of Curse of Strahd, which hit me hard emotionally. I almost didn’t run the campaign closure due to friction in our Discord group chat as we prepared it souring things for me, but I’m so glad I did. I know that I need to post the final write up for that, which is half written.

Overall a good year, but I’m glad I’ve got Achtung! Cthulhu running as I was missing GMing. I think I may also try and get something else started, depending on the games I’m playing in.

VTTs in play have been Role (less of that in 2024), Roll20 (more of that in 2024), Foundry (still leaves me cold as a platform) with Discord and Zoom filling most of the gaps.

Convention attendance was limited to the Garricons (Revelation, North Star & Furnace). I think I’m done with Dragonmeet (too expensive and too much phaff for the payback) and Continuum continues to fall across family commitments. Hoping we can get TravCon 2024 up and running, as Traveller is a game I’ve missed running and playing.  

Thanks to all the GMs who ran for me and the players who’ve played with me.

Game SystemCount
Trail of Cthulhu (GS)12
Conan (2d20)11
Achtung! Cthulhu (2d20)4
The Yellow King (GS)3
Heroic Fantasy3
D&D5e2
City of Mist (PbtA)2
Svalbard1
Star Trek Adventures (2d20)1
Paranoia XP1
Kult (PbtA)1
Genesys1
Cortex Prime1
a|state (BitD)1
A Town called Malice1
Things from the Flood (YZE)1
The Zone1
Swords of the Serpentine (GS)1

30 December 2023

24 December 2023

Achtung! Cthulhu - forced changes as the Role VTT downgrades

 An image of the city of Atlantis, gold against blues and greens of canals and land. A central temple is surrounded by concentric city sections, alternating between canals and buildings. The Achtung! Cthulhu logo is shown at the lower part of the image, right justified but filling most of the length of the image.

Some disappointment just before Christmas. Three sessions into the campaign (four if you count the Session Zero), changes force me to migrate VTTs. You may recall that I was minded to use the Role VTT for the game, as it's very much video chat first with a nice character sheet building tool and dice roller. That was the route I took, and I've spent a couple of evenings populating it. The time on Role blurs with time in the Affinity suite building handouts, as unfortunately Shadows of Atlantis uses chunks of the artwork and material from the previous edition which means that it isn't really VTT ready, unlike The Serpent and the Sands.

Picture of a Safari window with the Role VTT in it. The window is in dark mode. The left of the window has a tracker sheet, the middle has 5 players smiling (one with a great damage roll) and the right hand side of the screen shows the dice roller.
Fun on the Role VTT, people front and centre.

In building the game, there were a few things that I was missing; the dice roller didn't yet have custom faces, and the assets could do with folders to allow you to sort them. The music player was also a bit flaky (but I had routes around that) and had I been using the maps, it would have been very basic. However, apart from minor niggles and one of the players struggling a bit with the interface as it was new to him, it worked really well. Gaming is fundamentally a social activity and putting your players front and centre is works really well.

Move on to the shock announcement from Role, which one of my players (who is active in the Role community) pointed me at

This brought the shock news that the AV (audio-visual) part of Role was shutting down imminently. Their service provider Twillo had decided to refocus on what services it delivered and was sunsetting its third party AV provision in December 2024. I can only assume that the Role team have chosen to exit quickly to avoid spending on a platform that they won't get any long term benefit from.

One of the founders/ developers, Elle Dwight further expanded on the Discord:

There are many great video providers out there. The issue is that swapping them out is labor intensive no matter who we go with. There is a lot of custom work and tuning that goes into getting video to run smoothly and consistently on a platform like ours. Since our team is quite small, we have decided to prioritize Open Source and finalizing release of our Owlbear integration first. But beyond that, there are many options we could explore!

and:

We tried to take an honest look at how various groups use Role. And while it might sound surprising, we actually found that many rooms play without video at all, and instead use our basic map tools or just use the middle area for imagery. We recognize that some games are very video-centric, but we also want to focus our limited resources on a path that benefits the widest range of play groups. Our hope is that developers within the community will likely make various video plugins that will allow video-centric groups to choose their favorite option for play. Video integration and optimization is time consuming, and we don’t want that to block people’s ability to create with Role. We’ll have many more details on Open Source early next year. In the meantime, we hope you’ll use Discord or other video chat tools to augment your games.

I can see the logic for the developers (who are small team) but ultimately this pushes me away from the platform. Graham introduced me to it around the lockdown, and immediately it struck me as a perfect replacement for the Google Hangouts with dicebot I'd used for all the games that didn't need battle maps and a heavy degree of crunch. People front and centre, and a nice stable platform. Once early access became available, I signed up as soon as I could. I also loved that it ran on Safari on macOS and iOS without issue, something that Foundry and Roll20 don't do. It means I can travel light to play, just using my iPad.

The comments about many rooms running without video is interesting. I know that about half the rooms I have in Role haven't used video, as they were builds for games which either didn't happen or I was using to develop and experiment (for example, when I built the officially approved Mausrítter and Cthulhu Hack sheets). I've asked the developers if they account for this.

Over the last three years I've used three different VTTs (Role, Roll20, Foundry) and two other video platforms (Zoom and Discord).

Roll20 got progressively better over the time period; originally, we didn't use the AV features as they were flaky, but the update around 18 months ago changed everything. It became stable and effective.

Foundry was done through LiveKit and I found it a pain; it broke when I used it in some hotels (despite trying running in a VPN and other solutions). When it worked it was great. 

Discord was randomly flaky; we ended up abandoning some sessions as we couldn't hold a stable connection (although we did use it for Roll20 before we went full into that platform).

Zoom had rock solid AV and, well, nothing else. 

Role had the same kind of rock solid AV, and useful tools.

Ordinarily, I'd have been really excited about the announcement of the move the open source the code (as I suspect that it will accelerate development), and the integration of OwlBear Rodeo would have solved all my challenges over mapping for games where it's front and centre (for example for OSR clones). 

However, the loss of what was originally presented as the platform's raison d'être means I'll be pulling away for now. It's not an easy decision, as I've advocated publicly for the platform and built official sheets for a number of RPGs, and I like what the team has done. I'll keep a weather eye on development and see if there are changes that will bring me back, but I'd rather not kludge two or three services together for what will probably be a subpar outcome.

I realise that Twillo's announcement has led to the Role team having to make a whole series of decisions quickly, and hope that the open source approach sorts AV quickly.


Screenshot of a Firefox browser window on macOS, with orange accents. There is window with a 'mysterious note' handout in preparation with a map of central Vienna in 1939, overlaid on a background image of Atlantis with the Achtung! Cthulhu logo showing. To the right is the journal for the game showing the files I've already uploaded.
Rebuilding the campaign in Roll20

So what does this mean for our Achtung! Cthulhu campaign?

I've decided to migrate the campaign to Roll20; there's a workable sheet on that platform, and fortunately, the way I prepared the material for Role means that I don't have a huge amount of work to migrate the material. I do lose the flexibility to do preparation on the iPad, but I gain a stable music player and a stable AV platform. 

Ultimately, I did consider Discord with Role, but the stability of that platform has been variable in my recent experiences.

I'm part way through now; most of the important material from the first mission (Vienna) is uploaded and I'm about to dig into Rome. Still, it's a chunk of time that I'd planned to use to complete the build of Castle Xyntillan in Roll20 as a drop in game.

I guess, ultimately, you get what you pay for. Role has resisted the need for subscriptions, and Roll20 is funded by theirs. 

The Secret War will continue.

24 December 2023

22 December 2023

First Impressions - Vaults of Vaarn Deluxe Edition

A strikingly bright blue book lies on a green cloth. The cover shows the outline of a cloaked and hooded bearded man with a breather unit, staff and sandals. The bottom right of the cover shows the Vaults of Vaarn title, running vertically. Bottom left the Games Omnivorous logo, and top right the words ‘Deluxe Edition’. The cover is embossed with lines and there is a dark blue ribbon showing at the bottom.
Vaults of Vaarn - a blue world

Vaults of Vaarn is a full roleplaying game inspired by the likes of the Book of the New Sun, Dune and Hyperion. As these are novels that I’ve enjoyed greatly, this was a factor in my decision to pick up a copy. That, and the book is published by Games Omnivorous who always produce really good quality product.

The books compiles the three Vaarn zines that Leo Hunt produced previously into one lushly produced digest volume. It’s very blue, strikingly so. The cover is embossed and the 144-page digest sized hardcover has a ribbon to keep your place. The text inside continues the blue theme; everything is blue on white (or the reverse).

The setting has a Dying Earth vibe. Vaarn is littered with the ruins of previous cultures, and much knowledge was lost in the Great Collapse. The sky-blue sands of Vaarn have buried treasures and hidden secrets; its a hinterland far from the New Hegemony to the south, a place people come to hide, explore or just exist beyond the controls and strictures of society. The sun is a dying red giant; it won’t go out soon but, as the book says, synths (robots) may be concerned. Technology sits alongside fantasy tropes. And yes, there are sandworms.

The game engine has six abilities, but the non-physical stats have different names (Intellect, Psyche and Ego). Resolution mechanic is the save. You roll 1d20, looking for 15+ to succeed. Opposed rolls go against the ability defence score of a character. Advantage and disadvantage can be granted.

Encumbrance is limited by Constitution modifier, and characters will want to use some of this for water or they will ultimately die. Mystic gifts (often driven by nanotechnology) can be obtained, but take item slots. Exotica, the strange relics of older civilisations, are the McGuffin that drives the characters to do things. You need to find them to progress and raise in level.

Initiative is a d6 roll off to see who goes first; on a tie, it’s the players.Damage consumes hit points, and then cause wounds. The wounds consume item slots; if you hit zero slots you die. There’s a short and long rest mechanic. If ability defences have been depleted, they recover slowly, needing a long rest for each point.

Abilities are rolled on 3d6 in order. The lowest dice gives the ability bonus. You can swap two abilities around. Defence values for each are generated by adding 10 to the bonus.

There are a number of ancestries to choose from: The first is the True-Kin (humans who are unchanged by the Great Collapse because their ancestors were sealed in hidden archologies during the Great Collapse). They get a bonus dealing with other true-kin and also have a chance that pre-Collapse systems will recognise and obey them. There are useful tables to randomly generate a look and background (something that’s repeated for all ancestries).

Synths (robots) are the next option; survivors from the Great Collapse who were freed from the need to serve humanity. Their synthetic flesh is resistant to damage, but they are vulnerable to electrical and code based attacks. 

Newbeasts are uplifted humanoid animals, who tend to live at the edges of human society. Their animal nature can give them advantage or disadvantage dependent upon the situation that they find themselves in.

Mycomorphs are a fusion of humanity and fungi, a being remade from the corpse of a human. Sometimes they can remember their past life, and can eat most organic matter, gaining a bonus on recovery if it is rotted.

Cacogens are the mutated descendants of humans who didn’t have a safe refuge in the Great Collapse. They outnumber true-kin by an order of magnitude and believe themselves to be the true inheritors of Urth after the Collapse. Their mutations give them a wide range of advantages and disadvantages, dependent upon the situation.

Each character starts with a mystic gift (or a cybernetic implant) and an item of exotica. Base equipment is obtained by rolling on a table for weapons, gear and armour. 

The referee rules are short (mainly on how to deal with NPC reactions and how to creat adversaries). There’s a focused set of principles on how to play and how to bring out the best of the setting. The bestiary is novel and different, and has an encounter table to use with it. A table of d100 exotica is given as an example. There’s a section on travel with procedures and transport options (ranging from camels to dune buggies, to wind barges. Alongside this is a system for the weather and the changes it makes on the sands. The section rounds out with a quick NPC generator, a table for what you find in the sand and another table to randomly generate the petty gods of Vaarn; the myriad of forgotten and abandoned faiths.

The next major section deals with creating a region to play in. This has a dice drop method, with locations drawn from a table (access to certain levels of which can only be done through using dice with a higher number of sides). The locations are interlinked as a point crawl, and there are extensive tables to generate each. It’s a quiet way of establishing a sandbox to play in. 

Vaults are the next stage, as characters will want to seek them out to find exotica. There’s a procedural system to guide you in creating them (and an example Vault at the end of the book). These are the ‘dungeons’ of the setting. Random tables are included to generate ideas, and look useful.

The next major section describes Gnomon, the city that stands at the edge of the Vaarn badlands and may well serve at the base from which the characters head out from on expeditions, although there are suggestions for other reasons to visit the city. Water is a significant currency in the city, with the source controlled by the Water Baron Ancamulla. The New Hegemony Consul, a member of House Lonrot, has not seized control of the water because the Water Baron claims to have the power to destroy the source, which would cause the city to fail. It’s not known if this is a bluff, but the New Hegemony does not want to risk the loss of the city and has settled for a free water ration for the Consul and his forces. 

There’s a short and evocative description of the various quarters of the city, along with key sites to see. After this, the various factions are explored, along with the benefits of joining them and how to use them as an ally or a villain. As well as the Water Baron and the Consul, Vaults of Vaarn also offers the Fifth Hegemony Legion, the Church of the Promised Sun, the criminal Prieval’s crew, the Friends of Jak and the Crimson Court as significant factions. There’s some guidance on how to use the factions. Minor groups are also discussed, and there are tables to build conflicts with and between Noble Houses, Trade Cartels, the Urban Shrines of Minor Gods, and the Philosopher’s Guilds which can act as plot ideas for scenarios.There are also random tables for ongoing drama, hassle on the streets, buildings and their histories, street merchants, mercenaries and pit-fighters, taverns and criminal gangs. Plenty of sparks to bring life to a campaign. 

A section explores potential significant changes in Gnomon, which could be the over-arching plot for a campaign (for example, the Hegemony sends an Inquistor to establish a new branch of the House of Corrections and ensure the city is run appropriately).

The book wraps up with four vaults and locations to explore, all of which should give a good evening of play. There’s an appendix on the long dead Titans, and another on the languages spoken.

All in all, this is an inspiring book, with plenty to use to build a campaign at the table. The rules are light enough that you could easily use another system if you preferred (for example, I’m thinking parts of this would work well with the Ultra-Violet Grasslands). It feels very OSR in style, in the sense that it presents a setting and plenty of tables and ideas to build from rather than a default fully developed campaign. It nails the feel of a Dying Earth, and mixes some great inspirations together to form a cohesive and unique setting of its own. 

22 December 2023 

04 December 2023

WOTB T95E6 on Oasis Palms - highest damage to date

Sharing this as my highest damage ever. I was surprised that 1625 XP didn’t get a Mastery though.



22 November 2023

Shadows of Atlantis - Session 0 - Characters

 An image of the city of Atlantis, gold against blues and greens of canals and land. A central temple is surrounded by concentric city sections, alternating between canals and buildings. The Achtung! Cthulhu logo is shown at the lower part of the image, right justified but filling most of the length of the image.

We have a team of four players. I've added some thumbnails of images generated by myself (artflow) and Tom and Simon once we'd done character creation.

Artflow AI image of Ark Kozlowski, a steely eyed police officer in uniform wearing his cap.(Prompts: Hard boiled investigator, Polish, 1930s, acrobatic, former policeman, pulp)
Ark Kozlowski, back when he was a policeman (Artflow image)

Arkady "Ark" Kozlowski, a former Polish policeman, now working for Section D.
Archetype - infiltrator
Background - police
Truths - Hard-Boiled Investigator, My War Started Early, Calm, Cynical, Polish, from Poland
Player: Graham (First Age / Eladrin) 


Artflow.ai character portrait of Jan Novák - working class, flat cap, dark hair and moustache. (Prompt: Czech Con artist, 1930s, worker’s flat cloth cap, dark hair, lean, wiry, small  mustache, criminal, black market dealer)
Jan Novák, former black market dealer and criminal (Artflow)

Jan Novák,  a former Czech black marketeer and criminal, now working for Section D.
Archetype - con artist
Background - criminal
Truths - Black Market Dealer, From Czechoslovakia, Czech, My War Started Early
Player: Paul (Dr Mitch) 

Stable Diffusion AI generated portrait of a dark haired and saturnine Englishman with just the hint of a smile and an elegant moustache and goatee. His long hair is swept back. Set against an orange and yellow background.
Charles Mocata, a British Occultist leader who freelances for Section D (Stable Diffusion)

Charles Mocata, a British occultist leader, now working with Section D
Archetype - occultist
Background - mesmerising cult leader
Truths - British, English, Mesmerising Cult Leader, Owns an occult artefact, Glimpsed what mortals should not know

Image from Pixlr.com of a young man with pipe and dark swept back hair and a light beard. B&W photo style image.
Laurenz Trimme, a Jewish mechanic who escaped from Austria (Pixlr).

Laurenz Trimme, a grease monkey, now working for Section D
Archetype - grease monkey
Background - engineer
Truths - Escaped Jew from Europe, diligent mechanic, Austrian, German
Player: Tom (Guvnor)

That’s our cast. 

20 November 2023

GM Screens - what is their Glorious Purpose?

A picture of two GM screens lying on top of each others. The top one is the D&D 5e screen which has a number of yellow post-it notes on with extra rules and table references. Below it, the Acthung! Cthulhu one lies, with a sheet of paper with rules and page reference to be added in on the right. Underneath that it is the outer wrapper from the D&D Reincarnated screen. They all lie on a grey desk.
A selection of screens.

Last night, I was working through my prep for running Achtung! Cthulhu when I reached the point that I had a look at the GM Screen. I’m approaching this system a little different to the other iterations of 2d20 that I’ve run (Star Trek Adventures and Dune) as this time I’ve not gone and created a full crib sheet for the game. The family resemblance of the later 2d20 games is pretty strong, and I felt that I should be able to run it referencing the GM Screen. 

When I ran Curse of Strahd, it was my first exposure to D&D 5e and I ended up sticking a set of Post-it notes over the screen with the key rules that I could needed to reference and couldn’t remember. By the time we’d completed the first season, I’d reached the point that I was mainly using the screen, with occasional references to DnD Beyond or Alex(*). Towards the end, I was hardly referencing it at all.

(*) Every campaign needs an Alex, a player who’s spent the time with the books and knows how things work and can quickly reference or check something. Co-opt, don’t be threatened, as they help you focus on the flow of the session.

Anyway, the Achtung! Cthulhu screen as a four-panel portrait format screen, solidly built and nicely illustrated. However, when I looked at the content for use at the table, I was confused.

Stepping back; when I was younger, and didn’t have the disposable income, I used to create crib sheets for all my games to use at the table rather than buy a GM screen. It’s still a way that I learn games. However, now that I’m time-poor and able to afford buying a screen, I tend to pick them up.

Beyond the obvious part of screening off some of your notes from the players, what I look for in a screen is the quick reference material that I need when I’m GMing. Key rules or procedures, ideally with references to the pages in the book. To me, that’s the purpose of a screen; a barrier and references.

What jarred with me on the Achtung! Cthulhu screen was that one-and-a-half panels were dedicated to random tables for opponents and a picture. Over a third of the screen area wasted from my perspective, as it’s hugely unlikely I’d reference one of these in play; it’s not a D&D style game where you regularly roll for random encounters. The NPC quality table and abilities would have been more useful. Procedurally, the task mechanics were missing, and there was nothing on threat spends, dealing with squads, magic or truths. All fixable, but pretty surprising to me.

It led me to consider how GM Screens are designed. Although I’m talking about a specific games’ screen, there are many other examples like this. It just didn’t feel like it was something that had been planned for use at the table. In some cases, the screen should help understanding of more complex rules (for example, the DGP screen for MegaTraveller managed to express the combat flow much more clearly and concisely than the rules did).

To me the purpose of a screen is to be a sharp, focused reference for the GM. Filling them with cruft and things that won’t get used very often is a criminal waste of time and space. 

What do you look for in a GM Screen?

20 November 2023


19 November 2023

Shadows of Atlantis - Session 0 - Background

 An image of the city of Atlantis, gold against blues and greens of canals and land. A central temple is surrounded by concentric city sections, alternating between canals and buildings. The Achtung! Cthulhu logo is shown at the lower part of the image, right justified but filling most of the length of the image.

Our game begins on 25 August 1939, with Europe on the cusp of war.

Recent Events

  • January
    • Spanish Nationalists capture Barcelona
    • On his 6th anniversary of coming to power, Hitler's Reichstag speech predicts the annihilation of the Jews in Europe if 'international finance Jewry' should torment another world war.
    • Chamberlain declares that a German attack on France would be viewed as an attack on Britain
  • February
    • The German battleship Bismarck is launched at Hamburg
    • German Jews ordered to hand over all their valuables to the state with no compensation
    • Britain and France formally recognise Francoist Spain
  • March
    • Cardinal Pacelli becomes Pope Pius XII
    • Czechoslovakian president dismisses Slovakian PM, who flees to Vienna and requests German protection, while Czech troops occupy Bratislava
    • Hungarians occupy Ruthenia, Slovakia declares independence from Czechoslovakia
    • Hitler declares Protectorate of Bohemia & Moravia, Ruthenia declares independence as Carpatho-Ukraine. 
    • Chamberlain declares the 1938 Munich agreement as 'no-longer binding', and later declares that Britain will oppose 'any German effort to dominate the world'.
    • German troops occupy Bohemia & Moravia, and Hitler visits Prague
    • German troops occupy Presov in Slovakia, as Hungarian troops occupy the Ruthenian capital Khust
    • London conference on Palestine fails with lack of common ground between Arabs & Jews
    • French parliament votes to give government dictatorial powers - accelerated rearmament and partial mobilisation of receivers follows
    • Ribbentrop issues ultimatum to Lithuania for return of Memel, subsequently Lithuania signs treaty with Germany.
    • US recalls its ambassador from Berlin
    • Britain and France propose forming a united front with Poland and USSR against Germany, but the Poles reject the initiative.
    • Hitler demands the return of Danzig to Germany and a corridor to link it to East Prussia. The Poles reject this and talks break down. Poles threaten war if Germany should attempt to change Danzig's status unilaterally.
    • Memel annexed by Germany, Hitler visits to rapturous welcome.
    • UK declares willingness to fight any German move on the Netherlands, Belgium or Switzerland
    • Hungarian troops enter Slovakia.
    • Germany & Romania sign economic treaty
    • Nationalists launch final offensive in Spain and capture Madrid after a 3-year siege
    • Rome issues ultimatum to Albania to accept Italian occupation
    • Chamberlain announced Anglo-French war guarantee to Poland in the event of a German attack in House of Commons speech.
  • April
    • The German Battleship Tirpitz is launched at Wilhelmshaven.
    • Franco announces victory in civil war and is recognised by the United States
    • Hungary & Slovakia sign peace treaty
    • Albanian government rejects Italian ultimatum
    • Italians invade Albania on Good Friday, Albanian royal family flees to Greece with good reserves.
    • Hungary withdraws from the League of Nations
    • Albania falls, and parliament votes in favour of union with Italy
    • Anglo-French war guarantees issued to Romania and Greece
    • USSR proposed 10-year alliance with France and UK - rejected by the UK.
    • Limited conscription announced in UK
    • Hitler repudiates 1935 Anglo-German naval agreement and 1934 German-Polish non-aggression pact in Reichstag speech. Offers renewed terms over Danzig.
  • May
    • Slovakia deprives 30,000 Jews of citizenship
    • Poland rejects Hitler's new terms in negotiations over Danzig
    • Spain withdraws from the League of Nations
    • Clashes on the Manchurian/Mongolian border between Japanese and Soviet supported forces.
    • Britain & Turkey sign mutual assistance treaty
    • Hitler inspects the Siegfried Line at Aachen
    • Ravensbrück concentration camp opens for women prisoners
    • Sweden, Norway and Finland reject Germany non-aggression pacts
    • London announces plans for Palestinian independence within 10 years - Jews and Arabs to take part in government.
    • Germany and Italy sign ten-year 'pact of steel' for mutual support in the event of war, and invite Japan to join the alliance.
    • General Zhukov ordered to Mongolian-Manchurian border.
    • Soviet-Mongolian forces defeat Japanese troops each of the Khalkhin-Gol
    • Germany and Denmark sign a non-aggression pact.
    • Celebrations in Hamburg for 5,000 Germans returning from combat in Spain
  • June
    • HMS Thetis, Royal Navy Submarine, sinks on sea trials off Liverpool, 99 killed.
    • Danzig Senate president complains over sharp increase in number of Polish customs officials in city since May
    • Germany signs non-aggression pacts with Latvia and Estonia.
    • Japanese troops blockade British concession at Tientsin, China, for harbouring fugitives
    • French submarine Phenix sinks off Indochina, 71 killed
    • Goebbels tells Danzig crowd that reunification with the Reich is inevitable
    • Bomb explosion in Haifa market kills 18 Arabs
    • Japanese erect barricade around the British concession in Tientsin.
    • Danzig Senate sets up SS Home Guard unit.
    • France and Turkey sign mutual assistance treaty
    • Japanese 2nd Air Brigade attacks Soviet airbase in Mongolia without permission
    • Halifax declares in London speech that Britain will fight any new act of aggression in Europe
    • Italy extends restrictions on Jews.
  • July
    • Ongoing warfare at Khalkhin-Gol - Zhukov launches counter offensive, subsequently given command of 1st Army Group and given operational freedom.
    • Chamberlain reaffirms British support for Poland in the event of war with Germany
    • Italy recalls its ambassador from London
    • British troops going in French Bastille Day parade
    • British Union of Fascists leader Oswald Mosley calls for UK hands-off policy in Eastern Europe in London meeting with 20,000 attending
    • RAF Bombers make return flight from London to Marseilles to demonstrate British AirPower
    • General Wavell appointed British C-in-C for Middle-East
    • Poles announce economic reprisals against Danzig firms
    • Chamberlain informs parliament of agreement with Japan on security of forces in China.
    • Japanese offensive at Khalkin-Gol halted after failure to break Soviet lines, Canton river closed to foreign shipping for two weeks.
    • US government renounces 1911 trade agreement with Japan
    • 5 bombs explode in England, killing one person.
    • UK parliament approves bill to summarily deport suspected IRA members. 19 deported immediately.
    • UK & France announce coming talks in Moscow on alliance with USSR.
  • August
    • 5 - Warsaw warns Danzig not to interfere with Polish customs officials
    • 5 - Firing squad executes 13 young women socialists in Madrid
    • 7 - Danzig refuses to recognise untrained Polish officials as customs guards.
    • 8 - Air defence tests in UK featuring 1,300 RAF warplanes
    • 9 - Polish ambassador in Berlin warned about interference in the internal affairs of Danzig
    • 10 - Poles declare willingness to fight Germans on Danzig issue
    • 10/11 - Trial blackouts for half of England and London in the event of war
    • 11/12 - Italian FM Ciano meets Ribbentrop in Salzburg and Hitler in Berghof
    • 15 - Norwegian freighter sunk by mine off the mouth of the Tyne, 9 crew killed.
    • 15 - 13 Stuka's crash in air display at Neuhammer, crews killed
    • 20 - Soviets commence offensive at Khalkin-Gol
    • 20 - British hand over Chinese fugitives to Japanese to end Tientsin stand-off
    • 21 - German heavy cruiser Admiral Graf Spee sails from Wilhelmshaven.
    • 21 - Hitler orders military mobilisation
    • 24 - 10-year non-aggression pact between Germany & the USSR announced
    • 24 - German heavy cruiser Deutschland sails from Wilhelmshaven.
    • 24 - UK parliament approves emergency powers bill and reservists are recalled back to active duty.

23 October 2023

Achtung! Cthulhu - Reading the opening to Shadows of Atlantis

 An image of the city of Atlantis, gold against blues and greens of canals and land. A central temple is surrounded by concentric city sections, alternating between canals and buildings. The Achtung! Cthulhu logo is shown at the lower part of the image, right justified but filling most of the length of the image.

[Very minor spoilers below, but you’d guessed this was about Atlantis, hadn’t you?]

Starting to work my way through the campaign with a focus on running it. The set up is good, but there are aspects that could be improved, especially around the exposition to the GM. For example, the past location of Atlantis isn’t ever called out, despite it being implicit from the final mission. The backstory is a little vague. 

The overall plot arc isn’t really outlined, except in terms of locations. Again, you need to draw what is doing to happen at each location out from the missions themselves. Knowing how the story is supposed to go, and the objectives for each mission really should have been called out at the start as it’s key knowledge for the GM to understand what is going on. Having read this previously, one of my objectives in reviewing this is to pull it together as I go along, along with key clues and interlinks between missions.

There’s nothing that’s bad about the way that this is put together, but it lacks sharpness. This is done much better in The Serpent & The Sands which has a top level bullet point overview of each mission in the campaign preamble. It draws the big picture together at the start.

I may also read the works by Plato that reference Atlantis - Timaeus and Critias - as they’re on Gutenberg and provide part of the deep backstory.

The other thing I noticed was that although the text says only missions 1, 2 and 8 are fixed in time and the others can be run in any order, the campaign as presented does assume that they are run in sequence. Two of the missions felt like they should have been run with other characters when I read the book originally, I’m going to be interested if I still feel the same when I read them again.

It would have been useful to have had a paragraph on travel routes and methods between locations and potential times (especially as the campaign is expected to run from August 1939 to June 1940, before the Phoney War ends). I realise that this may have been avoided because of ‘run in any order’ idea and concept, and is quickly fixed, but again it would have been helpful. I do wonder if that this is a deliberate pulp play-style choice (the camera pulls back as our brave heroes board the vehicle they’re leaving on) but   I was left wanting to have this easily to hand. I suspect there’s enough information in the Gamesmaster’s Guide or one of the many Call of Cthulhu books gathering dust on my shelves if I need to do this myself.

Overall, the campaign looks great. The one concern I have is that the maps may not be useable with the players, as this was published before VTT support versions became common. Hopefully, if that’s the case, they can be edited with Affinity Designer.

Anyway, these were my main take outs from reading the first chapter again. I have a couple of pages of scribbled notes on my reMarkable now.

23 October 2023

22 October 2023

Making a splash

I've started swimming again as an effort to raise my fitness levels. I'd started running during the pandemic, but as I worked my way up through the couch-to-5k I found that I'd get five to six weeks in then my left ankle or right knee would go, so I'd end up having to stop for a while. When we were on holiday, I was swimming pretty casually every day, but noticed that my ankle was much better generally. That gave me the gem of the thought that maybe I should start swimming more seriously, something I've not done since before university.

I ended up getting myself some prescription goggles (as wearing contacts under normal goggles isn't really that viable now I've stopped wearing my lenses regularly). I also spotted a set of IP8X (waterproof) bone conducting earphones, which are magic and work great in a pool. The final thing was to get the local council leisure centre pass for the year. Altogether, the plan was to have no excuses and a lot of good reasons to want to be actively out there swimming.

So far, I've mainly done breaststroke. Started at 32 lengths the first session which quickly became 36 then 40. I'm now at 48 lengths as a baseline (1200m) and will hold that for the next few weeks as I get my fitness up. I suspect that - at my current speed - I'll max out around 64 lengths if I can get there at the very start of the lane swimming session.

There are three different swimming speed lanes in the lane sessions, slow, medium and fast. I'm not quite fast enough for medium (most of the swimmers there probably pull a half length on me over two lengths) but I'm at the top end of slow (most of the time). Overtaking can be a challenge if it's busy, which makes quite an impact on pace. 

Anyway, hopefully I'll keep this going.
22 October 2023

21 October 2023

Achtung! Cthulhu - Prelude to the Secret War

An image of the city of Atlantis, gold against blues and greens of canals and land. A central temple is surrounded by concentric city sections, alternating between canals and buildings. The Achtung! Cthulhu logo is shown at the lower part of the image, right justified but filling most of the length of the image.

I've only run five game sessions since Curse of Strahd finished at the start of the year, which is odd for me as I'm usually running something. All those sessions have been at conventions, and I've enjoyed them immensely. Running at Furnace a fortnight ago confirmed to me that I really wanted to start again. 

The Wednesday group - Graham, Tom, Dr Mitch and Alex - continued after we left Barovia with the Shadow of the Sorcerer campaign for Conan 2d20, run by Graham (another eternal GM). It was great fun as we carved our way across Hyperborea, in a quest that involved cultists, serpent people, ancient magics and enemies rising again, and lots of genre appropriate fun. We finished on Wednesday.

Conan 2d20 is an earlier iteration of the 2d20 engines and it shows it, as the edges are still a bit rough. It's not as smooth as later iterations, but in play that wasn't a barrier. The talents for characters stack up to let you do crazy things. I'd focussed my character as a rogue type, a burglar and liar, rather than going for a strong fighting build. There were times when I kind of regretted not building the character with a bit more focus on combat, then I had moments when her ridiculously good acrobatics talents kicked in and it made it all worthwhile. Anyway, I digress.

We'd agreed in principle that we'd run another campaign once the Conan game finished. I'd pitched Mutant Year Zero: Elysium and Achtung! Cthulhu 2d20. We opted for the latter, as one of the players didn't fancy the character-vs-character shenanigans that come with that setting, plus you get to punch Nazis. Pulp WW2 felt like a good option. Achtung! Cthulhu does a good job at holding the mythos at arms length, and then shooting it repeatedly with a Sten gun (you can read my review of this here).

I had two options; Shadows of Atlantis (the first campaign released) or the more recent The Serpent & the Sands. Reading both of these, there's a slightly different design ethos from other settings. Some of the scenarios feel very episodic, and quite often they're constructed with a particular end-game in mind (the villain escaping having shown some more of their threat is quite common). Initially, this jarred for me as I read Shadows of Atlantis, but once I imagined this playing out as a Saturday morning cinema drama with something like the Pathé News fanfare at the start and a voice over, it worked. I had been looking for more direct connections between the missions, but in some cases it's just the boffins back at Section M who use the material the characters find to get them their next mission. The Serpent & the Sands does have much more taught interlinks between missions, but sometimes it is a clear plot direction from the GM.

In the end I've opted for Shadows of Atlantis as the players gave me the choice of which to use. I think that The Serpent & the Sands is a stronger campaign narratively, but it has too many echoes of the Conan game we just played. Deserts, Serpent-People, Ancient threats rising again, they're all there. It's set chronologically after Shadows so I'm going to keep it in reserve in case people want to revisit the setting later. That said, Shadows of Atlantis is a fun campaign which does a grand job of showcasing the difference from the traditional Lovecraftian mythos, so I'm really looking forward to it.

Sadly, Alex has decided to take a break from the group, so we've looked for a new player. Simon (who also does the admin for the Tavern) has expressed and interest, so I hope we're sorted. Alex has said he intends to return, once he's had a little time and space. 

Now the campaign is decided, the next choice is the VTT. At the moment, I'm leaning towards using Role, as it's a nice, light and rock-solid platform. It's probably my favourite VTT. There appears to be a good sheet on Roll20, but at the moment Paypal and Roll20 have managed to lock my account(*), so I don't think I'll explore that further. The plus for me with Role is that it runs happily on my iPad Air, so I don't need to take the MacBook Pro with me if I'm travelling for work. I did consider Foundry (there's a good unofficial set up there), but I've come to the conclusion that I'd prefer to stick to something I know. Although there are character sheets on Role, I'm going to suggest that the players use the form-fillable PDFs and we just have a shared set of sheets for journals and meta-currencies (threat and momentum). I'll probably post more on this as I finalise.

Anyway, new beginnings. The Secret War begins.

21 October 2023




13 October 2023

Furnace XVIII (2023) after action report

A picture showing the Garrison Hotel across the cobbled street in Hillsborough Barracks. This is a former gaol house made of stone, with arches at the front veranda.
Leaving the Garrison again

Last weekend saw the eighteenth Furnace roleplaying convention held at the Garrison Hotel in Sheffield. We had a healthy recovery in numbers (with 65 people attended), but still not quite at the levels we saw pre-pandemic. The pre-planning came together mostly smoothly, as this isn’t Graham, Elaine or my first rodeo. There were a few misfires (from my side, mainly because we took the launch decision when I was on holiday so couldn’t access the comms templates or build the registration) but nothing that was critical. Graham had to deal with a new team at the hotel who had very little idea of the history of the relationship, so we couldn’t assume.

I’d planned to keep the afternoon before the convention free, taking some time back that I was owed from work, but I ended up with meetings scheduled until five on Friday, plus trips to sites during the week that ate into my preparation time. That said, I was weirdly much more prepared than previous years, with my games mainly ready to run in September. That didn’t stop me leaving the characters for one of the games on the printer (fortunately, the hotel reception helped me out here) or leaving the lovely Roll 4 Initiative dice I’d bought to use at the convention on the desk adjacent to them. 

The family headed off to a fencing competition for the weekend, at RAF Cosford, so I was left in the house alone. I had considered bringing a big pile of stuff for the bring and buy, but in the end abandoned that idea to get to the convention earlier and maintain my sanity. I arrived to find the bar full of gamers, and had a pint of Moonshine while quickly catching up with old friends. However, I didn’t stay up late, sloping off for an earlier night and the chance to read through “A Town Called Malice” to remind myself of how it worked. That was the point I realised that I’d left the characters behind.

Graham had asked me to move the trestle tables up to the room with him before breakfast so they were ready for Patriot Games and All Rolled Up when they arrived. So the day started with a little light exercise, before digging into one of the Garrison’s lovely cooked breakfasts. 

Slot 1 saw me finally get to play Sue Savage’s Witchlight, a scenario for Things from the Flood. I’d wanted to play this at North Star, failed to get into it using my GM booking, but managing to get in with my Player pre-book, until I had to step out when we had a GM pull out and leave us in the lurch and I needed to create spaces for players. I’d planned to run Things from the Flood myself a few years ago, but the unfortunate events at UK Games Expo meant that the game wrongly got a bad reputation. Sue’s adventure was set in the Norfolk Broads (bizarrely not that far from one of the sites I’m responsible for at work), and our bunch of 16-year olds set out to shoot a documentary for a BBC competition. We had fun riffing off each other and generally behaving as teenagers. Having a sixteen-year old at home helped me imagine how to do this. I ended up with the hacker, and we set off into the Fens at night to try and find the source of the witchlight, carrying Chinese lanterns and a smoke machine in case we had to fake something for the film. Much shenanigans happened as a result.

The afternoon saw me running ‘A Town Called Malice” down in the Dungeon area. I’d run this previously back in the pre-pandemic before times, and it had gone well. This time, I chose another play set, and we started to explore what was going wrong in Malice, Oregon. All the players were new to the game, which is a structured story-game. It’s kind of like Fiasco in idea, but has more moving parts. The theme is Nordic Noir; the town (by default ‘Malice’) is beset with a problem that needs to be addressed with an event, and there is a creeping darkness that will emerge that also needs to be defeated. It all starts when a body is found. It’s very much ‘play-to-find-out’ and relies heavily on the input from the players. Unsurprising as it’s designed to be run without a GM. I’d managed to forget my light coloured d6 block so ended up picking a lovely slightly pearlescent set to use in the game. The players were great, and leaned into creating a dark tale of death and horror. The biggest challenge we had was the game playing near us; the players were loud enough to make it difficult to hear. It’s not something I’ve experienced in that area of the Garrison before. I do wonder if the privacy screens we put up make it easier to forget the games around because you don’t see them. There was a big change in atmosphere once the room fell silent, which it did as we over ran. I think that this could have been a brilliant game if the atmosphere was right; next time I may book a Cell, but that tends to limit the number of players who are happy to scrunch up. We were a little rushed at the end and had to skip half of the final act; this actually made it a little easier for the players in the final confrontation, but it’s always nice to end on a high when the heroes (or in this case, the flawed folk of Malice) prevail.

Dinner was the traditional trip to KFC with Keary, but sadly missing John Ossoway who couldn’t attend this year. We had a good natter about gaming and books, and then I sloped back to my room to quickly re-read ‘The Zone’ for the next session.

The Zone riffs on themes from stories such an Annihilation (the Southern Reach Trilogy) and Roadside Stalker. Something alien has appeared on Earth, creating an area which the government has sealed off. You play the 13th expedition into the zone, a group of volunteers with little in common beyond their hope that they will find the answer to their deepest wish if they can discover the secret at the heart of the Zone. The game is play-to-lose; all but one of the characters will die. However, it is set up so that the players remain involved throughout, and those that have died influence the final outcome for the character that reaches the heart of the mysterious area. There is a free-to-play full version of the game available online, and the physical copy was kickstarted, but ended up a little delayed as is the way of these things. I made my own set from the print-and-play digital copy.

The game is card driven; characters are archetypes driven by phobias and obsessions. The game has a set number of locations, determined randomly from a deck, and there are pre-defined points where a character will meet their fate and exit the story (it doesn’t have to be a death). On reaching a location, the player who is directing (has initial narrative control) chooses one of three descriptions of the place to set the scene. They then pose a challenge with a scene card, and all the players reach. There’s a formal move to drive description and narrative which can be triggered by anyone (‘take stock’) which helps to move the story on. There’s a move to bring out that there’s something wrong in the area, which automatically triggers an escalation (‘and it’s even worse than that’). When a character takes a challenging action, someone at the table can call out ‘that’s no sot easy’, which triggers a ‘not so easy’ card that can mutate, twist or expose the character acting with a threat from the zone. You can stay in a location as long as you want; we deliberately lingered in the swamp for three turns, because it built the tension which worked really well. 

I picture of a game table, in the foreground the adventurer character sheet, in the background, a trail of cards and locations surrounded by green glowsticks
The Zone RPG complete with Glowsticks

The game was my highlight for the convention; I ended up playing as well as facilitating as one of our players never arrived. Hat tip to Keary, Elaine and Elina for a wonderful experience. Part way through, we ended up joking that the game was all about Elina’s character, Belladonna, an actress, and serendipity in the randomness of the fate cards meant it truly was. My adventurer exited the story by deciding not to press on once they were crippled in the way that their former best friend was when they abandoned them on a mountain years before. Elaine’s criminal, who was transforming into something bear like, ended up dying to protect the others when some kind of bear creature attacked in a long grass field in the former zoo, and Keary’s world-weary detective faded away when they realised that their partner in work and life had never really loved them. Elina’s actress reached the centre and chose to reset her life to age sixteen, and take the path not followed to be with her true love. However, she knew it would cost her the relationship with her driving mother, and that it may not work out. She rejected the fame and emptiness she had experienced. Fantastic game, fantastic players, and I’ll definitely do it again.

I considered the bar for a few moments, but instead just had a quick natter with Elina and others as they had a cigarette, and I headed to bed. Sadly, I woke up the next morning with a splitting head like I had a hangover (a pressure headache in my sinuses) so I had breakfast and bailed on the game of Ironsworn I was due to play. Fortunately, Guy had a substitute player. I guess I’ll have to try that game some other time.

I was back up in the gaming room for the raffle, when Lynn was so close to another Golden Ticket for the next con, but not quite. We gave vouchers for the Patriot Games store this time, which seemed to go down well.

After a two hour nap, I checked out and went to the bar. I had a coffee in the sunshine, and read the scenario I was running that afternoon, a Swords of the Serpentine adventure called ‘Murder Most Foul’. I was cheeky and asked Pelgrane Press if I could have a demo scenario as I was running at a con. They gave me a choice, and a murder at a masked ball sounded great. I’ve played a lot of GUMSHOE, but never run it, so I had some nerves. I had a fantastic bunch of players, and one of them enjoyed it enough that they wanted to buy their own copy of the game. The game felt much more action orientated than other GUMSHOE games, particularly with the amped up refresh pools and the ability to burn investigative abilities for cool effects. Suffice it to say, they solved the case! I definitely want to run this again.

And then it was over. I’m hoping to see some after con reports from others to get a feel how this went for attendees.

I enjoyed the convention a lot; it was the first time that it really started to feel a bit like the pre-COVID conventions. Generally, everyone had a good time and I’m looking forward to doing it all again! Next time I hope to return to remembering everything I need to bring with me, and booking the Friday off work to get me some calm to prepare!

Furnace XIX is coming.

13 October 2023


01 October 2023

Books in September 2023

 

Graph showing day by day breakdown of the 977 pages that I read in September 2023
A slow month

September 2023, was a quiet month for reading, mainly because I was working through several non-fiction books. I tend to be slower when I read non-fiction, as it doesn't lend itself to skim reading, which is how I consume much of the fiction that I read. I read three books, for a total of 977 pages. 

One of these books was a graphic novel, the latest tie-in with the Blade Runner franchise, "Blade Runner 2039, volume 1". This continues the stories that link between the original film and the more recent Denis Villeneuve movie. This is done well and will be entertainingly useful when I start to play the roleplaying game.

The first of the non-fiction books was Michael Wood's classic "In Search of the Dark Ages", in its newly refreshed form. This brings the book up-to-date with current knowledge, especially from more recent archaeology. It also increases the number of historical female characters that it describes. I enjoyed this, and I learned a lot about "the dark ages" that I never knew before. The book was one of First Age's picks for his virtual bookclub on the Tavern, but also happens to be a favourite of my better half.

There's something in this that makes me want to run or play a roleplaying game which is set after an empire withdraws or collapses, a setting where the ruins the past surround the present. Of course, that would work just as well in Traveller's New Era or Milieu Zero as it would in a fantasy or historical setting. My enjoyment of this book was enhanced by a different book on the dark ages which I was listening to on audible while driving across the country for work. I nearly finished that other book this month, but I have about 90 minutes more to work through. They complimented each other nicely, one focusing on people, the other, focusing on lost kingdoms. On this one to follow.

The second of the non-fiction books was "The North will Rise Again" by Alex Niven. I wanted to like this book, but ultimately, I felt it ended up being too parochial around the north-east (the author's experience) and not delivering what it originally promised (a broader view of the north and an agenda to take things forward progressively). I think I preferred Lisa Nandy's analysis which I read some months ago. It was definitely interesting, but it just didn't work for me. 

I've now read 81 books for a total of 21,854 pages. As I write this, my reading streak sits on 266 days. I still think that breaking through the hundred book barrier is a possibility this year.

1st October 2023


30 September 2023

First Impressions - Playdate, a retro-handheld by Panic

Picture of a yellow rectangular box with a picture of a Playdate handheld and a smaller purple square box showing a Playdate cover, both resting on a table with a world map on it, and inclined on a black keyboard at the top of the picture.
The Playdate packaging is cute.

Back in March 2023, I impulsively ordered a Playdate handheld. I’d been intrigued when they first came out, but resisted. However, I’d seen a few reviews, and as I’ve been travelling more, it seemed like a cute option to do some casual gaming when I was away. Plus, Panic had announced there was a price increase coming so it seemed like a good time to lock in a device at the launch price. 


Same set up as the first picture, but showing the back of the boxes
The back of the boxes

The Playdate is Panic’s first foray into hardware; usually they produce software, mainly for macOS (but they have also published for Windows and XBox with games like Firewatch and Untitled Goose Game). The little yellow handheld they’ve produced is pretty open; they encourage side loading of games and there’s an active Itch.io community. Most of the games are pretty cheap; an expensive one would be around the $12 range, but many are Pay-what-you-want or in the $2 to $4 range.


The Playdate box opened, showing the little yellow handheld in foam at a jaunty angle, alongside a similarly jauntil placed black cardboard sleeved yellow USB cable with the words “Have Fun” written on the sleeve
Unboxed…

The device is really cute looking and very small. It has a highly reflective black and white LCD screen, a D-Pad and two buttons (A and B) for gaming, plus a button at the top right to access menus, and another button on the top right to power on and off. And then there’s the crank, an analogue controller which is used in some games and also in some system functions like buying and opening games. It charges and connects over USB-C and a 3.5mm headphone stereo jack at the bottom. The device’s speakers are mono and sound decent enough. There’s also a microphone, but I’ve not seen anything use that yet. The Playdate connects to WiFi and you can download games and updates from Panic.

Playdate held in my hand, showing the clock in sleep mode. The clock is set to “words” mode, rather than digital or analogue. It says “It’s five to five on Monday September 25”
Tiny handheld, interesting clock options 

There are three routes to getting games; the device comes some (‘Season One’) arriving with two, and then having more two more games drop for free each week. In total there are 24 games, with a wide variety of options. The second route is to install the Catalog app, and you can buy from a curated collection of games hosted by Panic. Finally, you can buy games from other sources like Itch.io or even code them yourself and sideload them over WiFi or over USB. 


Playdate handheld, purple cover open, showing the Catalog app loading games. It’s connected to USB to charge with an iPhone 11 to the right of it to provide scale.
Playdate charging while downloading games on the Catalog app, with iPhone 11 for scale.

I’m very much a casual gamer (mostly). Playing through the whole of Firewatch in two evenings is probably the most extended play that I’ve done recently, although I do have a World of Tanks Blitz habit. Most of the games I’ve downloaded are very much bite-size games; they’re your classic arcade games. It actually reminds me of the ZX81 and ZX Spectrum days; I do hope someone comes up with a decent take on 3D Monster Maze soon! I’ve sideloaded a lot of the classics like Frogger, Invaders and Pac Man. There are some great puzzle games; these range from more Sudoku / Minesweeper like games, through to arcade puzzlers where you push and pull things to solve a level. There are adventure games, although I haven’t really explored these properly yet. 

Most games are the kind of entertainment you can play for a bite-sized bit of fun, but it’s also easy to lose an hour.

The screen can be challenging in artificial light; there’s no backlight so you have to angle it right to get the best view. I’ve not really found that an issue, but I have seen people moan about it on the internet.

My favourite games at the moment are SlitherlinkPD (a minesweeper/sudoku style puzzler using the crank to wind back time), Gravity Express (Lunar landings, using the crank to orientate the ship), Grand Tour Legends (crank-driven cycling), Gatecrasher (pilot a ship through a series of gates, kind of Tempest style, using the crank) and Four Corners (kind of Tetris like block clearing game).

I’ve no regrets picking this up, even the wait built some anticipation. (Panic batch manufacture Playdate, so you effectively pre-order; mine took six months to arrive).

The yellow Playdate handheld, sandwiched in its purple cover, held in a hand with a decorative window behind
The Playdate in its cover - reminds me of an ice-cream sandwich.

I’ll leave you with a cute picture of the Playdate in its cover above. I look at it and it makes me smile. Teeny. Cute. Fun.

30 September 2023

24 September 2023

First Impressions - The Hunt

A picture of The Hunt boardgame standing on a table with a world map on it. The box stands vertically with a striking image of a Royal Navy officer dressed in white with a cap, their face covered by a pair of binoculars which have red glass with the reflection of a warship. The background has a red sky, reflected on the sea, with a naval vessels in the background. The title of the game is at the bottom left.
The Hunt

The Hunt is a two-player naval wargame set in the Second World War based around the hunt for the German pocket battleship, the Admiral Graf Spee. Historically, the concluded with the scuttling of the ship after the Battle of the River Plate when the ship’s captain felt they had no chance of escape when the time they had in the neutral port of Montevideo expired. Ironically, we had the same outcome. The game is published by Salt and Pepper Games and was funded on Gamefound.

The game has been lovingly made, and the components are great quality. The board is clearly printed and well constructed, and the is a mix of cardboard counters for ships and naval forces and wooden counters for damage and hints to the Graf Spee’s location. The artwork is evocative and the cards come with sleeves. There’s a small screen for the German player to hide their movement record.

A look across the game board from the Royal Navy perspective. Merchant vessels have been sunk and my eldest son is planning his next move. A hand of cards lies in the foreground.
A few turns in, and already the merchant ships are sinking.

The game is asymmetric, with hidden movement and driven by cards. Both players start with a hand of five cards; the Royal Navy always draws back to a full hand, but the German player is limited to drawing back to three cards unless they are within a hex of the Altmark, their supply ship. If that’s the case, they can redraw a full hand, but that will give their location away to some extent, as they have to tell the British player how many cards they are drawing.

Victory is achieved for the Germans by sinking five merchant vessels, or doing more damage than the British if brought to battle. The Royal Navy wins by getting five merchants to safety, by doing more damage to the Graf Spee than they receive, or by playing the “Scuttling in Montevideo” card in response to the German player playing the “Montevideo” card in the final round of the battle. Most of the British forces have an advantage in battle.

The Hunt
British forces closing on the Graf Spee (which is within one hex of the yellow hint marker)

The advantage in the game shifts towards the Royal Navy throughout. At the start, only one patrol force is in play, but by the end, three forces can be operating.

There are usually two merchant ships in play, but the German player has a card that can force additional vessels to leave port. They move one hex per turn to different locations.

The German player goes first and plays cards for either their event status, or for action points. Events do things like force a merchant to restart its journey, add calm weather for better searches or move the British forces (based on false radio messages). Some event cards are one-shot and have to be permanently discarded once used.

When played for action points, the cards allow movement, searches, repair of the ship’s sea plane or building of reserves. Movement is a maximum of three hexes (costing 1,2 or 4 action points). The Altmark (which cannot be attacked) is not hidden and moves once per turn, but the Graf Spee can move twice (move, attack, move). The Graf Spee has hidden movement; the German player must declare how many action points they are spending honestly, but doesn’t have to move any or all of the hexes (i.e. they spend 4 action points and must tell the Royal Navy commander this, but they could stay in the same place or move up to three hexes away). Once the Graf Spee moves after an attack, it disappears again.

Searching requires 2 action points, and then a dice roll. If a d6 rolls 5+, the German player finds or sinks the merchant vessel. If the German player uses the sea plane, they get +2 to this roll. However, the plane must be repaired before being used again. Only a single search and attack can be carried out each turn. Repairing the sea plane costs an action point, and requires a dice roll higher than the number of permanently discarded cards the German player has. If you roll badly, the plane is permanently lost; as the game progresses, the likelihood of this happening increases.

Finally, the German player can lay a reserve of up to two action points, which effectively means they can run for two hexes or carry out an attack even if their hand is poor.

The British player starts their turn by moving merchant ships towards their destinations and adding in an extra ship if they’re lost any. They follow this with a card phase like the German’s but with subtle differences. They can move each force (with the same costs per force as the German player). Each of the forces can search to find the Graf Spee in the space they are in at the cost of a single action point. The chance of finding the commerce raider is the same as finding a merchant ship, but without the option of a sea plane to help. If the Graf Spee is found, it is brought to battle which triggers the end game.

The British player can also spend an action point to use the intelligence actions which are found on most of their cards. These either force the German player to place a hint marker on the board within a hex of the Graf Spee, or give the Royal Navy a bonus on their search roll. This action can be picked multiple times and up to three hint markers placed. The markers are removed once the Graf Spee moves.

The Royal Navy can increase the forces deployed by spending 2 actions points to advance them on the strategy track; this can only be done with one of the two reserve forces. Once the force completes the track, it is deployed. Typically, the new forces have an edge in combat.

After the cards phase, the British player redraws their entire hand. 

If brought to battle, both players redraw to five cards in their hand. The players play cards for their action point value in five rounds. The British player adds the value from the force that’s engaged. The loser takes a point of damage; ties mean no damage. If a card has a battle event, then it is played as well as the action value. The player with the least hits wins (and on a tie, the Royal Navy prevails). 

The Royal Navy Battle cards played, ending with “Scuttling in Montevideo”.
The final battle

In our game, I was lucky and drew high cards, which meant I was ahead enough that the “Montevideo” card that the eldest played wouldn’t have shifted the game enough that I would have lost even if I hadn’t responded with the “Scuttling in Montevideo” card.

Overall, this was a short, tense game that nails its theme well. At no point did I think I was winning as the Royal Navy. N felt he had the advantage right until I played an event card that forced him to discard and made his location pretty obvious. It feels balanced and fun.

Recommended.