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Monday, 25 January 2021

ConTingency 2021

 "Sure, a lot of 2020 conventions will have to go online, but we'll be back to normal by 2021 right?"

Ahh well.  So, ConTingency Online then.  I was initially planning on pitching some games, but ultimately decided to give myself a weekend off and just play for a change.

Game 1: Tales from the Loop

9am is not my ideal time to start gaming, but there we were, choosing our characters.  Having previously played a bookworm, I decided to go for the computer geek this time and spent a happy time reprogramming robots with the aid of my trusty calculator in order to rescue one of my favourite Grange Hill characters.

I'd previously played Alien with the same GM, and he really knows his stuff with Fria Ligan games.  I stopped myself signing up for another of his 9am games on the Saturday, but it sounds like that group had as much 80s fun as we did.

Game 2: Casting The Runes

While me and Gumshoe aren't friends, I was willing to put up with it for the chance to play this M R James inspired game.  And given what I new of the GM, I figured I'd enjoy the story enough to overlook the rules.  This was, in fact, the case.

Having the book on hand was useful though, as while the GM made our characters for us, he was also taking requests.  So I asked for a lady author of detective novels who wrote under a pseudonym, and we worked out a few connections between our characters beforehand.

We were plunged into a tale of lost love, black magic and the walking dead, accompanied by some utterly hideous NPCs and some Just William references thrown in for good measure.  While perhaps the more comedy aspects weren't quite so Jamesian (although James had an absolutely biting wit when he cared to show it off) the main plot was solid and I can see myself running something similar.

Although I'd run it with Cthulhu Dark, not Casting The Runes itself, because while this was one of my better experiences playing a Gumshoe game, it's still not the system for me.

Game 3: Call of Cthulhu

My final game was with the same GM as my second game, and this time we were a family of sisters in the Regency period on a visit to Cheltenham Spa in the hope of attending a ball and finding suitable husbands.  This required maintaining dignity and respectability at all times, as the slightest hint of a scandal could mean we were all going to end up becoming governesses.

This was in no way a horror game, nor was I expecting it to be from the game description.  What it was was the most I've ever laughed in a CoC game, as we moved from one potentially scandalous situation to another, embarrassing secrets were spilled and eligible young men endeavoured to make our aquaintence.

It was a Call of Cthulhu game, however, and the sisters did find themselves having to take on evil cultists and occult forces, while still attempting to maintain respectability.  After all, as my character said, "What's the point of saving the world if our reputations are ruined?"  This was shortly before I rolled a critical failure and she dropped the shinining trapezohedron down her cleavage.

This is a game I'm going to remember for a long time.

Reflections

My first ConTingency.  It's clear this in no way replicated the experience of past events.  But it's certain made me keen to attend, at whatever point in the distant future when it's actually safe to gather a large group of nerds in one place again.  I'm sure a lot of new friends are waiting for me there.

Monday, 18 January 2021

A Weekend With Good Friends 2

After the success of last July's Jacks-Con, those responsible were persuaded that we should do it again, and by January they'd recovered enough to make it happen.  For reasons possibly involving copyright, it did get a name change, but it was still based around the Discord server for the Good Friends of Jackson Elias podcast.  Sign-up was by lottery, assigned by some arcane and possibly eldritch algorithm with the goal of making sure as many people as possible got into a game they were interested in.  There were 18 game slots, but due to the unfortunate necessary of allowing our fleshy meat sacks to sleep, nobody was actually playing that many.

Game 1: Silencers

With my regular weekly game scheduled for Thursday evening I didn't think I'd be able to play in the Thursday slots, but I realised I could fit in a game before that.  Silencers is a two-page RPG I wrote last year about inept assassins, and with randomly generated plots that I didn't expect to take very long to resolve, this seemed like a good time for a bit of playtesting.

I had one player, which meant I was able to confirm that the game does work with one player (although I suspect two is the sweet spot).  He created an assassin with great juggling skills who did children's birthday parties in between hits.  I rolled two random plots, filled in a few details, and off we went.  While Silencers characters are skilled in a variety of combat techniques, it was ultimately prawn toast and knitting needles that finished off the two targets.

While I still want to try it out with two or three players to see how it runs, I'm overall happy with it, and the only improvement I can think of is to add a few more lines to the random plot generator tables.  Which means I need to get it onto DTRPG pretty soon.

Game 2: Alien

Friday afternoon meant another outing for my Alien scenario, The Toxic Jewel.  Unfortunately one of my five players had got the dates mixed up and nobody else was available at zero notice, but the scenario still works with four so off we went.  The captain and the medic were the spare characters this time, and I managed to engineer a situation that meant they weren't with the rest of the group most of the time so I only had to have them make occasional radio calls instead of constant interaction.

Alien remains my favourite space horror game.  While I enjoy Mothership, for me it just doesn't have the finesse of Alien.  The scenarios are harder to write, given that for cinematic mode you need agendas for each character, but the end result is worth it.

Game 3: Call of Cthulhu

The Murder Shack is a contemporary Call of Cthulhu scenario first appearing in The Blasphemous Tome, which as a podcast patron I have a copy of.  I've been carefully avoiding reading it though in the hope of getting the chance to play it, and I was lucky enough to have my number come up for this one.  While it wasn't Scott Dorward himself running it this time, the GM still did an excellent job with it.  I don't think I've ever lost so many sanity points in one game before.

The scenario itself reminded me a little of a creepypasta I read back in 2004 (which I won't name since the title would be kind of a spoiler, especially for anyone else who remembers that bit of internet history) and makes an ideal one-shot, so much so that I might even decide to take a shot at running it myself some time.

Game 4: Hellboy

I'm not sure what possessed me to sign up for a game at 8.30am on a Saturday (a time when I am rarely awake) but the game was the quickstart adventure for the new Hellboy RPG and I was keen to get a look at it.

The game uses D&D 5e for its engine, but with some significant modifications to fit the genre.  I think that they've done a good job of this, with the extra d10 for insight/doom proving to be a fun mechanic.  All the same, I think they could have done an even better job not using D&D 5e and using something a bit better suited to the setting.

I also suspect that despite being set in Britain, the quickstart adventure may have been written by Americans, as our British and Irish group rapidly found ourselves distracted by the implausible number of toilets in a supposedly Georgian house.  All the same, we had some fun with it, and the visual style of the maps was lovely, really emulating the style of the Hellboy comics.

I would happily play a Hellboy game in the future, and even put up with the 5e system to do it.  Although I still think Liminal would be a better system for it.

Game 5: Call of Cthulhu

There were a bunch of games I was interested in in this slot, and the one I got assigned to was The Forbidden Beat, another Call of Cthulhu scenario.  This time it was 2003 and we were a group living in a squat trying to organise an illegal rave.

Normally in Call of Cthulhu it's a failed sanity roll that ends up entirely changing my character's plans.  In this case it was someone getting a critical success on an Art (DJ) roll that changed everything, leading to my character being on ecstacy at the point where everything started going to hell.  I'm not sure if it helped or hindered, but it did make things more interesting.

Game 6: Kult: Divinity Lost

I hadn't planned to play the 10pm slot on Friday, but when I saw Matt Sanderson was running Kult, I had to give it a go.  So I sat out the previous session (so I had time to eat food and stuff) and then dived in.  Night is the proper time to play Kult anyway.

Matt described the game as a 'horror starter', a concept I'm entirely unfamiliar with, but people reading this might know.  Through a series of questions we determined who each of our characters were and why they'd all decided to run down an alleyway that lead them to Metropolis.

I've played three Kult games before, and this was an entirely different experience.  Not only was it fun, but it also gave me an idea of just how much variety this game is capable of.  It remains probably my favourite implementation of the PBTA rules.  Hopefully this and the upcoming kickstarter delivery will be enough inspiration to finish writing my own scenario.

Game 7: Liminal

After being up past 2am playing Kult I wasn't particularly keen to get up on Sunday morning but fortunately my first game was at the rather more reasonable time of 11.30am.  I ran Bad Blood, my newest Liminal scenario, partly because it's set in Milton Keynes - close to home for the podcast team.

It's amazing how different groups get through scenarios in different ways.  I've run Bad Blood three times before.  The first time was part of a campaign and included an NPC that was important to the campaign's crew.  The second time I took her out as I wasn't sure she was needed.  The third time I put her back in when it became clear she really was needed.  But this fourth group solved the whole thing without ever encountering her.  Players, huh?

I re-used the pregen characters from Mother Said I Never Should rather than write a full new set, and overall they worked well.  While I might tweak them slightly for future runs, they're a fun bunch and it's nice to see them reinterpreted yet again.

Game 8: Noir World

I didn't sign up for anything else on Sunday as it would have clashed with my regular Mutant: Year Zero game, but when that got cancelled I signed up for a pick-up game of Noir World.

As the name suggested, this is a PBTA game about creating a Film Noir style movie plot with all the archetypes you'd expect as playbooks.  It's slimmed down a bit from regular PBTA with only three stats, and I'm not sure what the player moves actually were as we barely used them.  I think this would be an easier game to play around a table, as part of the concept was the multiple rather complicated hooks that connected each character and I was struggling to keep them all in my head.  Fortunately the very light rules meant I didn't have actual mechanics to worry about too.

It's also set up as a GMless game where players can take it in turns to be the director and call for a scene.  I pretty much opted out of this, however, as it rapidly became apparent that I know nothing about Film Noir as a genre beyond what it looks like.  I could picture my character perfectly but really struggled with dialogue.

By the end we'd produced a thoroughly convoluted plot, several characters were dead, and a dramatic epilogue had filled in some final details.  My lack of genre knowledge meant it didn't quite land for me, but if you're a fan of Film Noir and PBTA you'll probably have a lot of fun with this game.

Reflections

My only suggestion for improving the previous event was to have a gap between game slots.  This time round there was a half-hour gap between each four hour slot, and that worked well.  While my games did largely wrap up on time, it meant we didn't have to push things towards the finish, and were able to spend a few minutes chatting after each game.  Hanging out in the bar was once again fun, and I'm glad I found a bit of time for that too.

I got to play in a great mix of games, mostly horror themed, and with a great mix of people that included some familiar faces, some welcome reappearances and some completely new people.  A really nice community has built up around this podcast and I'm very happy to be a part of it.  A Weekend With Good Friends really does describe this event.

So, do it all again in July?

Sunday, 17 January 2021

The Path to Eden, episode 13: New Faces

Venno gathered his audience once again.

"It was once again time for an assembly, but with seven projects on the go, nobody was interested in adding anything new.  Instead there was a lot of disagreement about which of the seven projects should be worked on next.  Jigsaw Jeff was very keen to get the museum finished in Puzzle Paul's honour, while Charlie Cube felt the school was a much higher priority.  Meanwhile there was a lot of enthusiasm for the pigsty, not just because of the prospect of bacon to eat, but because the group from the Misty Mountains would soon be arriving to join their companions at the Prancing Pony.

But eventually it was Briktoria who was the grunt of reason, encouraging people to stop arguing and get on with some work.

Katin, still attempting to be nice to Silas, decided to do some more work on the school.  Unfortunately she got distracted by a book the Chroniclers had left in the area, which seemed to be written in some strange language.  Suddenly convinced that she'd forgotten how to read, Katin retired for a nap.

Lenny hoisted his shovel and went to work on the pigsty.  He soon had all the holes dug for the fence posts, despite straining himself somewhat pulling up roots.  Quin joined him, getting the ground prepared, but managed to slip over in the middle of it.  All the same, between the two of them the pigsty was almost ready to go.

Silas got to work on the school, and determined to prove that he wasn't completely incompetant where staircases were concerned, got the front stairs sorted out.  Zippo joined him, constructing the blackboard and other useful devices, but couldn't get everything where he wanted, much to his frustration.  But the school was now close to completion.

Once again Katin found herself awoken by a commotion in the assembly area.  Some time before dawn, Sundial Steve had seen the Misty Mountains group heading out of the Ark.  It wasn't long before she found out what they were doing, when suddenly a hundred people showed up outside.

Katin went to spread the news, telling Silas first so he could tell the Elder, then going looking for Lenny to let Boss Marlotte know they were going to need a lot of tickets.  Silas was intercepted on the way in by Jigsaw Jeff, who'd found another book in the Box of Lost Prophecies that seemed to relate to the one the Misty Mountains group had brought.  It certainly featured a character with the same strange name: Asterix.

When he got inside though, the Elder already knew about the new arrivals.  Briktoria had already been through, concerned about food supplies within the Ark with all the extra people showing up.

Katin found Lenny and passed on the news.  Together they went in search of Boss Marlotte, where they soon learned there were not enough tickets available for a hundred people.  Perhaps some of them would be family groups and only need one ticket?  Lenny donned the official high visibility vest and picked up the official clipboard and got to work.

The two of them met up with Quin and Zippo on the way, and went to have a look at these strange people who didn't have things like beetle antennae, which they all thought was very strange.  Lenny called for their attention, banging his shovel to make a noise, and managed to get most of them to listen.  He asked about families, but they didn't seem to understand why they needed tickets.

"You also need to mind the gap."
"What gap?"
"When you get inside you will be shown the gap you need to mind."

They claimed to all be one family, which didn't make sense, because you couldn't have a hundred people on a family ticket.  They claimed to be children of Adam.  Who was Adam?  He wasn't in the sacred books.  Some more argument later, they split themselves up into twenty-five groups of four, which they could definitely work with.  There were enough tickets for that.  But the new arrivals thought it was very silly that they needed tickets to come and go from the Ark.

They suggested that if they were brought some grub and water they could just live on the surface.  They offered a strange gun that apparently shot lights in return.  The group discussed things.  Quin didn't like it.  She didn't trust them at all.  Katin thought they were being really rude.  Everyone else concurred.  But they continued to argue, insisting that they needed a hundred tickets, and people started pushing their way in.  Lenny's attempts to intimidate them, backed up by Silas, were not entirely successful.

Half of the group decided they were coming in anyway, buffeting Lenny out of the way.  Silas started handing out anti-museum flyers, while Quin set Ork on them.  Ork refused to bite anyone, however, apparently deciding that these people were friends.  Quin made a note to have a conversation with Ork at a later time.

Boss Marlotte showed up, and was very unhappy with Lenny's performance, demanding the return of the official vest and clipboard.  The others backed up Lenny, but there was nothing they could do to stop the people now.  Katin tried to reassure Lenny that this wasn't all his fault, and they should leave it to Boss Johammed to clear up while they went out for a walk in the zone.

Silas had another idea though.  The new arrivals were gathering around the Prancing Pony, and once Jenga Jeff had stacked up some boxes for him to stand on, he made an impassioneed speech to them about the importance of living according to the Ark's rules now that they were living in the Ark.  Finally some order was restored.

Katin was still keen to get out and about though, and Lenny was also pretty keen to avoid the Ark for a bit, so the next morning they headed out for another expedition.  Katin lead the group to the south, where they found a forest of dead trees.  While hunting for bullets, she spotted a strange green shimmering light, and pointed it out to the others.  Was there an elf about?

Quin sent Ork to investigate.  He followed carefully, but whatever it was, he couldn't get close enough.  The others joined him, trying to follow the light without getting too close, just in case it was one of the dead people from under the mountain in the third volume of the sacred book.  Quin, Zippo and Katin managed to sneak up towards it, while the rather more conspicious Lenny and Silas stayed put to discourage it from moving in their direction.  But after following it for a while, the light simply disappeared.

Zippo closed in on the spot where the light disappeared, but there was nothing there.  Quin looked around but could only see leafless trees and hear the sound of the wind.  Katin wondered if she could pick up a scent from it, but could only smell the other team members.  Her nose seemed to have misfired.

They pushed on to the south, finding themselves in another unpleasant marshland.  This had previously been good terrain to find snails in, and while Katin's nose didn't seem to be working, the others could still get to work, hunting out bullets and clean water in addition to some rot contaminated snails that Katin was sure she could clean up later.

They'd been out for several hours now, and while they could push on, they decided it would be better to head back to the Ark.  A couple of hours later, Katin was happily barbecuing snails - at least until she accidentally breathed in some snail smoke and found herself dizzy and confused.

The group shared out supplies of food, water and bullets, got a night's sleep, and set out again.  The push south to Old Ben was progressing at last.  A quick walk through the dead forest and the marsh brought them to an area where houses still stood, in identical, ash covered rows.

What was in the houses?  Katin had no idea.  She didn't seem to be able to smell anything except barbecued snails right now.  Everyone else noticed an odd smell though, and Quin identified it as animal faeces.  A lot of it.  Ork was very unhappy, and was backing away.  Quin decided to try to get a closer look, sneaking her way up to one of the houses.  She pushed on the door, but it was so rotten that it collapsed at her touch, crashing loudly to the ground.

Rats, thousands of rats, came pouring out of the houses.  Zippo reflexively activated his mutation to scuttle his way up a building.  Lenny grabbed Katin and retreated.  Would they make it in time?"

Venno smiled to himself as the crowd erupted like a pile of rats as he left them hanging.  They would just have to wait.

Wednesday, 6 January 2021

Emissary Lost, episode 6: Closing In

The group took some time for prayers, offering heartfelt requests for help and guidance in the journey ahead.  The Dancer was a particularly popular choice, even amongst those born under different icons.

It wasn't long before they encountered trouble, in the form of a drone with glowing red eyes and metal tentacles.  Firing on it wasn't enough to disable it before it grabbed hold of Razaq, and worse, Tahir's shot went wide and hit a nearby pressurised steam pipe, which went off like a grenade.  This did make the drone drop Razaq and fly off, although Sayah got scalded by steam.  Once she'd patched herself and everyone else up a bit, they continued on into a larger corridor.

Khalil was getting that familiar headache again, accompanied by the pattern of five notes.  And now there was a song too.

Tahir thought he heard a whispering behind him, and looking round he caught sight of the edge of a shadow melting into the wall.  He knew what that was.  Yal-Shir, the ensnarer.  He advised not getting ensnared.  The group formed a defensive circle around Awl as the creature appeared, scaring everyone except Razaq who'd already had his fill of horrific experiences for the day.  Tahir's instructions on what to do next were not particularly coherent.

The fight was brief and distinctly one-sided, with those shots that did connect with the creature doing almost nothing as they bounced off its armour.  Awl spotted a crawl space and dived into it, closely followed by Sayah who was also trying to take a communicator message from Akouba Kosha.

"Status update?"
"Pursued by a hideous monster!"
"Don't mess about."
"This is not a good time!  Got to go, dealing with a ripped off arm."

As Tahir was having his left arm ripped off, the mad poet Bathos showed up again, and somehow lured the creature away.  Everyone took the opportunity to get out of the way, following Awl down the crawlspace.  Sayah treated Tahir's damaged arm, but it was obvious he was in no condition to continue.  Sayah called Akouba back to request a medevac for him.

Finally they found themselves closing in on the Real Sanitorium.  But first there was a corridor full of cameras to get past.  Sayah djinned her way into them and had a look at the hangar on the other side, while setting a loop on the camera so that they wouldn't be detected.

Khalil found a small ventilation shaft that he was small enough to get into and went exploring.  He found a makeshift temple, containing spiked ribbons and whips, an icon figure of the Judge in the form of the Martyr, and some distinctly Zelosian prayer rugs.

Over the cameras, Sayah could see stasis pods being loaded into drop ships of some kind and sent off into space.  Was this what was happening to people at the Sanitorium?  She sent a message to Akouba about it.

They needed a plan.  The temple meant that at some point, most people would probably be praying.  A good time for acting undetected.

Saturday, 2 January 2021

A year in (largely online) gaming

2020 was going to be the year when I got to lots of in-person game conventions.

Accordingly, I have set absolutely no goals for 2021.

That said, I did manage a pretty huge amount of online gaming, to the point where I'm looking at taking a step back and trying to do a bit less of it.  (I write this just after pitching two games for an upcoming convention.)  My two regular groups both moved online, and I've also picked up new groups and dipped my toes into the strange world of game live streaming.

Games I've played this year:

Liminal
Alien
Scum and Villainy
Pathfinder 2e
Call of Cthulhu 7e
Sainted London
Coriolis
Cthulhu Dark
Delta Green
Dungeon Crawl Classics
The Code of the Spacelanes
The d6 Hack
Dead of Night
Symbaroum
Vaesen
Mutant: Year Zero
Tales from the Loop
FAE Ghost in the Shell
Agents of Concordia
Mothership
When Shadows Fall
FFG Star Wars
Unknown Armies
Exquisite Crimes, Goth Detectives
Kult: Divinity Lost
Dungeon World
The Cthulhu Hack
Punkapocalyptic
Broken Shield
City of Mist
Quieta Non Movere

The one thing the year's really lacked is cyberpunk, with a single game in the Ghost in the Shell setting being the only thing I've played.  With some new stuff coming out for Carbon 2185, plus the release of Cyberpunk Red, I'm hopeful that will change.  Because if I have to live in a dystopian future, I'd like to at least pretend for a bit that it's the fun one with the cyber arms.

Earlier in the year I decided I'd better figure out who my post-apocalyptic personality was going to be, ready for the inevitable downfall of society.  In the absence of any LARP, I thought it would be fun to dress up, and my husband was kind enough to photograph the results for me.  When roleplay twitter asked me to share an image to sum up the attitude I was going into 2021 with, I picked this image of the Magpie Queen.

She's exhausted.  She's angry.  But she's not done yet.