Another trip with my husband to Sunny Snowy Rainy Hunny! We had plans to once again share a lodge with the friends we shared with in 2024, but thanks to an emergency they had to cancel, so with some very much appreciated assistance from the organisers we once again joined up with the friends from 2025.
Tuesday
The convention proper doesn't begin until Wednesday, but we'd arrived on Monday, meaning there was the option to fit in an extra game on Tuesday evening. So when my friend Esther requested a game, I was happy to oblige.
Slot 0: Kult: Divinity Lost
We gathered at Matt Sanderson's Eldritch Lodge, host to the largest array of teas I've seen outside of a London tea shop, and I began another session of Not for a Million Dollars. All the players were wonderful, although I feel the need for a shout-out to Steve for coming up with the name Chase Nightsoul for his online influencer character. This also lead to my favourite wound description yet, 'attack of the YouTube plaque'.
Wednesday
Slot 1: Matrons of Mystery
After some mild admonishment from last year's Matrons GM, I thought I'd better step up and run my own game this year. My scenario Chalet Grave, featuring a murder at Pearles Holiday Park, seemed like the obvious choice.
It rapidly became obvious that none of the resulting Matrons actually got on well together, so the first mystery to solve was why were they going on holiday together? We soon got to the bottom of it as the members of the Upper Apple Slaughter parish council realised the vicar might have been up to something when telling each of them individually that they'd won a holiday.
Fortunately their arguing was interrupted by the murder of a fellow holidaymaker, and in between aquaerobics and hot yoga classes they managed to track down the murderer, allowing the local police officer to get back to his bird watching. They mended their differences over some unusual baked goods, and prepared to gang up on the vicar when they got home.
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| The Matrons put it all together over a nice cup of tea. Caution: Spoilers! |
Slot 2: Outgunned Superheroes
Being pretty keen on Outgunned as a system, I was keen to see it applied to superheroes. I picked up World Hopper, a femme fatale with teleportation powers.
One thing I immediately liked was that short range teleportation could be done at will. My small supply of power points only came into use when I was teleporting beyond line of sight, or taking someone else with me. This is one of those things that bugs me particularly in superhero games, when the rules stop the characters from actually doing superhero stuff because they can't waste limited power on using their powers most of the time. No problems with that here. There were some contrived circumstances in the adventure where we temporarily lost our powers, but that's fine - that kind of thing happens in superhero media all the time. We soon got them back.
These were beta rules, and are a little convoluted in places, but I fully expect it to be tidied up a little before the final product comes out. Should I find myself with a hankering to run a superhero adventure, I'll definitely check this one out.
I decided in the interests of not burning out too quick to take a break on Wednesday evening and hang out with my husband for a bit.
Thursday
Slot 4: Monster of the Week
Another outing for my K-Pop Demon Hunters inspired game. This time the group decided to be a boy band, and so the four members of CMYK went into battle with weapons and signed photocards to solve the mystery of what happened at Busan's Got Talent while still getting to their fan meet on time.
Once again I had players signed up who hadn't seen the movie, so I'm getting pretty adept at my high speed introduction to the setting where I explain why showing up to the fan meet is just as important as fighting the monsters. And they absolutely embraced it, creatively dealing with the various obstacles with a variety of magical and occasional fungal solutions.
Slot 5: Coriolis: The Third Horizon
A bit of a surprise to see this on offer, given that there's a new version of Coriolis (The Great Dark) out now, but I still like this version better so was delighted to get into a game.
I picked up Dr Wana, an archaeologist who'd really pushed the boundaries between archaeology and grave robbing, hence why she was now the captain of a mercenary crew. We were hired to investigate the murder of the designer of a military AI. We immediately suspected the AI, but had to do a thorough investigation to fully get to grips with what had happened.
Absolutely excellent game. The adventure was great, the GM was a familiar face from Concrete Cow who I already knew would do a great job, and the rest of the players were a really fun group. A highlight of the week.
Slot 6: Liminal
One of my favourite games, but not one I actually get to play in very often, so I immediately signed up when I saw this one on offer. This was the first in a series of Liminal Lincolnshire adventures, a concept I love since I'm writing my own Liminal Northamptonshire series. The GM was also one of the players from the Liminal game I ran last year, so hopefully that means I made a good impression.
I played Jordan, a journalist determined to get to the truth, alongside her two rather more supernatural companions. We began with three dead bodies that had all washed up on the bank of the Humber on three consecutive nights, and had to figure out what they'd been up to, who was likely to be next, and what this all had to do with a 16th century priest.
Great stuff, and I look forward to seeing the rest of the adventures. Liminal is at its best written by people who know and love the area they're writing about, and are ready to dive into the history and geography.
Friday
Slot 7: Vaesen
Another trip to the Eldritch Lodge to game with Matt Sanderson while sampling more of his incredible tea selection. I picked up the Academic character, figuring a Vaesen party can always use someone with a book, and off we went to Oulu to learn more about the massacre than destroyed the previous incarnation of the Society.
We discovered quite a lot of the past events by the simple, if moderately scary method of having our occultist perform a seance to summon the ghost of one of the dead society members. Then there was a long walk in the rain to recruit a useful ally before we dealt with the issue at the well, wells proving just as troublesome in Finnish mythology as they are in Britain and Japan.
As usual though, the true horror ended up being the inability to roll even a single six on ten or more dice.
I took another break on Friday afternoon and spent an hour or so at the pool. About time I actually used some muscles.
Slot 9: Kult: Divinity Lost
I'd initially planned to run this game in the lodge, but on discovering that my lodgemate was also planning to run a game in the lodge on Friday night, I contacted the players in advance and one of them kindly offered his own lodge.
There is one character in this scenario who is a model. The players have some freedom with exactly how to interpret the characters, and this one tends to go one of two ways: goth or himbo. Tuesday's model was goth. Friday's was himbo. Both were a delight.
The strange thing about this scenario is that while it's got one of the scarier lists of content warnings, it's probably one of my less horrific scenarios. My favourite part, without giving away any spoilers, is the moment when the PCs have learned enough about what's going on in the house to realise something from right at the start of the game has way more significance than it might initially appear.
Not having access to the Sanderson tea bar for this game, I took my own, and then rather embarrasingly forgot to take it with me at the end. Thankfully our host tracked me down the next morning to give back the box.
Saturday
Slot 10: Fear Itself
I'm not much of a Gumshoe fan but I'll put up with it now and then for a game with CJ Romer. The content warnings did say that this was a very dark adult game which should not be played by anyone at all, but four of us decided to give it a shot all the same.
So four of Melissa's closest friends gathered to attempt to help her out with a mental health crisis, and in the process get rid of the psychic energy counsellor (or 'wizard' as my character described him) who Melissa's mum inexplicably thought would be helpful. Once we'd crushed him under a drinks cabinet and had him taken away by paramedics, we soon began diving into the horrifying world of creepypastas.
Overall I liked this scenario, and the pre-gen characters were a bunch of fun. While there was some genuinely dark stuff going on, it was lightened by the player interactions. Overall though, I find the constant gambling with metacurrencies aspect of this iteration of Gumshoe really pulls me out of the atmosphere. I'd consider a Quickshock version of the game but really for this style of horror I'm a lot happier with Kult.
Slot 11: Cosmic Dark
While I played one of Graham Walmsley's early test games of Cosmic Dark, this was the first time I was getting to play the completed game. The original scenario Stracsy's Adrenaline Station saw my medical officer Dr Mara Black join her old friends from the planet Revelation on a misson to a theme park where all we knew was that there had been an 'incident'.
I'm glad to say all four team members had a horrible time, although I think the guy from Legal probably had it the worst as he gradually realised just how non-compliant this park had become.
I was planning to run Cosmic Dark myself after getting home, but post-con illness got in the way. Nevertheless this game has made me even more keen to run it when I do get the chance. I also drew my own fan art of Stracsy.
Sunday
Slot 13: Matrons of Mystery
This time I was back as a player to investigate the mystery of the Six Sherlocks. Patience and her friends at the Thursday Murder Club (who meet on Wednesdays) in Walberswick had to investigate a murder at the Abbey Grange when Mr Rathbone was found dead in his room. Suspects included Mr Downey, Mr Brett and Mr Cumberbumberband, but we eventually settled on a convoluted solution involving blackmail, fraud and cover-ups, ending with a final confrontation at the not-actually-Reichenbach Falls.
This had a bunch of fun easter eggs for a Sherlock Holmes nerd like me, starting with the title itself. Brilliantly done.
And then I headed for the carvery, and after that all I was up for was a nice long sit down.
Reflections
Really the only problem with ConTingency is that it's just not possible to catch up with everyone you want to see. Maybe next year I need to try to arrange things a little better so I'm not dependent on random encounters (I had a lovely chat on Friday at the fish and chip shop). This time I didn't even make it to All Rolled Up (although I'm guaranteed to see them at plenty of other cons this year). But I did get my volunteer t-shirt in exchange for some reward tickets!












