Welcome to Delta Pavonis

Dom Mooney's Website... Cybergoths no more.

Games

Welcome to the future...

singularities page
I’ve just brought live the webpage for the RPG that I’ve been working on, called Singularities. Hopefully, it will be ready to go to print by the end of the year. Not much there yet, but it will develop.

Singularities RPG

It’s a hard SF veneered universe using the very playable Wordplay engine.

Tactile Sword and Sworcery

Audience Calibration Procedure from Superbrothers: Sword & Sworcery on Vimeo.


First of all, I'd like to confirm to the many of you that have asked that I haven't bought a new iPad 2. Yes, it'd be really nice - and I recommend it wholeheartedly - but I think I'll wait at least another generation before I replace mine which is still giving me lots of pleasure and utility. I don't have the urge to spend that kind of money when Jill is on maternity leave.

Those of you that follow me on Twitter (@dommooney) or Facebook will know that I recently discovered Sworcery, which is giving lots of enjoyment. If you have an iPad (and soon iPhone / iPod Touch) it's worth having a look at. It's an old style cryptic and fun adventure with a great soundtrack, and integration to Twitter.

I did indulge myself by changing the case for a Scosche FoldIO case, mainly because I was sick of the dirt trap that the Apple case was around the screen. The FoldIO doesn't have that trap and has the feeling the iPad is floating in the case. The only downside I that I now find myself stroking the iPad as the lovely aluminium finish is exposed. So long as I don't start mumbling 'My Precious' then I guess I'll be alright!

Murder Most Foul!

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I went away with work for two days this week - you'll be glad that's peripheral to the entry here - and was surprised when our evening meal had a murder mystery as entertainment and team building. Naturally, I soon ended up like a pig in muck. The session was much more like roleplaying than I've seen before in such events, with eight or so actors in character the whole evening.

Mainly between myself and one of the other team members we cracked the mystery, to the point the team running it thought that they'd left a script around for a bit. All I can say is never trust the quiet ones, they could be the triple murderer!

I also wholeheartedly recommend Murder One if you want to put this kind of event on; very professional, great character acting and interaction and good plot and props.

The New Old School

Dragon Age

I've just had a great afternoon at TomCon, Tom Zunder's monthly gaming meet, playing a roleplaying game called 'Dragon Age'. The game has a dark fantasy setting which was taken from Bioware's computer roleplaying game of the same name, which itself was inspired by the grandaddy of all RPGs, Dungeons and Dragons (D&D).

I first played D&D back around 1983 when I went to secondary school, using the blue book basic set (these details are important to gaming nerds) and spent a fair bit of time exploring settings such as 'The Keep on the Borderlands'. In truth, although I loved fantasy, and played more than my fair share of D&D and later Advanced D&D, as a system it never really inspired me. I soon moved on when I discovered games like the Lovecraftian 'Call of Cthulhu', the science-fiction of 'Traveller' and the dark fantasy of Chaosium's 'Stormbringer' RPG. However, memories of D&D are cherished, and occasionally lead to me having a look at the classic dungeon setting and getting a pining urge.

Dragon Age does a great job of scratching that urge. It has a very simple core mechanic (roll 3 six sided dice, or 3d6 to gamers to hit a target number, rolling doubles gets you benefits called stunts) and a smooth and slickly designed system. It's a world apart from the kludge of the D&D engine, but at the same time it's very much the same world. The system, rules, whatever you may want to call them, is mostly unobtrusive and fades away. You don't need to remember lots of special rules. It's quite elegant.

Anyway, Graham ran an excellent fun game based around an expanded version of the introductory adventure in the book, and we all rolled with the old school vibe. It was like a return to being 12 again. We roleplayed more than we did then, but we also grabbed hold hard of the kick the door down, kill the monster, steal the treasure and rescue the damsel vibe of early D&D.

I played a warrior with a distrust of elves (2 of the group were playing elves and the scenario involves them too) and split my time between stirring up trouble and participating in a Lord of the Rings Movie inspired body count contest with Jag, who had the other warrior, a barbarian fighter. It was great fun, and a wonderful stress release from real life. I think it's the first game I've managed since October 2010, at Furnace. I think the telling thing is that I'd love to do it all again! Dragon Age is certainly worth a look!

Wordplay Core - New Edition

Wordplay Core - New Edition

Over the last few years, I’ve been quite heavily involved in the development of Wordplay, Graham Spearing’s excellent multi-genre roleplaying game. I used the first edition as a way to learn how to use Adobe InDesign CS4, and was very proud of it. The original core book was withdrawn from sale when Graham was offered a deal to publish it by a bigger publisher, but unfortunately it fell through after a year of inactivity.

The torch was (meanwhile) carried by Newt Newport of d101 Games, who put the original big book version into print with four settings in it. He’s also got a line of support coming through at the moment. Buy some of his books, you’ll like them!

Anyway, the rights reverted to Graham, and we’ve taken the opportunity to update the text to reflect further playtests and tweaks done for the now-cancelled edition. The cover was also completely refreshed, with an excellent design by Steff Worthington. The copy above is the proof, which only took 2 days to come to us from Lulu which was very impressive. A few minor tweaks needed (that’s why you proof) and it’ll be back on sale, which is great news.

Wordplay is the engine I am using for the Singularities RPG.

Ken MacLeod revisited

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I've been revisiting one of my favourite authors, Ken MacLeod, by rereading his first set of novels (apparently now know as the ‘Fall Revolution Series’ ). I started with 'The Star Fraction' over Christmas, and have just finished 'The Stone Canal'. As well as being good SF, the novels are interesting in that each subsequent story changes to the perspective of another group or person in the previous novel. I was surprised to discover how much the themes has subconsciously influenced the writing of my forthcoming SF RPG, Singularities. I recommend these books - not your typical SF.

Speaking of which, I have had a proof for the cover of that book below, which should be ready later in 2011. It was produced by the very talented Steff Worthington (contact details on request).

Draft cover for Singularities RPG

Reality crashes in - Vignettes.

Aidan Watching
This is less of a coherent entry, more a set of vignettes on life this last week!

Tuesday morning I had the joy of the Part A NEBOSH Diploma exam. This relates to half of the course (3 full weeks) and covers health & safety law and management systems. Pretty challenging on 2.5 hours sleep (both Nathan and Aidan to blame) but I'm pretty certain that I passed. A couple of the questions were gifts, as they were close to stuff I do at work, but I'll have to wait to mid-April to find out.

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Wednesday was back-to-work day; fortunately, my team had things pretty much in hand, but after the best part of 3 weeks out of the loop, a lot of time got spent talking to people and catching up, plus being asked about Aidan and the exam!

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Smiling
Jill and I both went to Nursery together on two nights this week to collect Nathan, and took Aidan. Partly as a surprise to Nathan, partly to give Jill some time out of the house. There was much cooing over Aidan by staff and kids. Nathan is loving being back, and spent his first day with his friends mostly holding hands and playing with the little girl who has been his best friend all the way through nursery. I think there's potential heartbreak there as they're going to different schools in September!

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Swimming with Daddy
Saturday was Nathan's first swimming session with Water Babies for a long time and he had to put up with me for perhaps the third time in nearly 4 years. We both had a great time; although officially the same level as the previous class that he was doing with a different teacher it's clear that he was not being taught correctly and chunks of things that should have been being covered weren't. We'd suspected this when we had a reserve teacher a few times, but it was confirmed in the session. It was much better and we should have this level for the whole of his last ten weeks. Nathan was a little trooper and got stuck in even though there was much more splashing than he was used too. He's never been a big fan of this.

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Aidan is being a little champion; he had one night and day when all he wanted to do was feed, which was hard on Jill especially, but generally he's wanting bigger gaps between feeds than Nathan did. He's already changed facially, and is really long and lean. The long legs present a challenge, as many sleep suits assume tubby babies with short legs! Nathan’s being a sweetie and trying to help us as much as possible, even with nappies!

Experimenting

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I’ve been working on a Science Fiction Roleplaying game for the last few years that uses the Wordplay RPG engine. This is a mock up of the website for it that I was playing with. Not the final version, but on the way...

Where there is Discord: 3 Days in May.

I recently bought myself a copy of "Where there is Discord", a board wargame of the Falklands War in 1982. It's a gorgeously made game (I videoed the components as I unboxed it so you can see it for yourself on YouTube if you like) and operates at a number of levels. You have the political game (you can lose by having Domestic Opinion turn against you and can have your capability seriously degraded if you lose International Support), a strategic game where you decide how fast to approach the Falklands (which determines how long the task force is in harms way), and the tactical game where you try to fend off Argentinian attacks.

The game is a solo one, and assumes that you take the side of the British forces. It is ideal for a gamer who doesn't get that much of a chance to play. As a final nice touch, the designers are donating the profits to the veteran's organisations in both Argentina and the UK.

Anyway, having looked at it for two days I finally cracked and set it up for a few turns play once Jill & Nathan had gone to sleep. It had to be set up and taken down in the same session, as we'd need a house extension to accommodate the board. Or rather, we'd need the dining room table that we got rid of once Nathan arrived to make more space.

Each turn takes a full day in the scenario, which runs across the whole of May. Initial set up took perhaps 30 minutes, and the game materials are well written so I'm certain that you could be playing turns very quickly once you get more used to it.

I deliberately pushed the Task Force towards harm's way, just to see what would happen.

The 1st of May was a grey day in the South Atlantic, but immediately, Margaret Thatcher was put on the spot by the Chilean Government who were supporting the UK with intelligence. They reminded us that we had committed to transfer an RN warship to them in the immediate future. The choice was to offend an ally, or lose a ship from the reinforcements due later in the month. I took the decision to hand the ship over as the intelligence was important, and I didn't want to be losing international opinion easily.

Beyond choosing the arrangement of the task force (with a CAP and a vessel screening in all of the quarters), little happened militarily beyond
HMS Spartan getting a brief sonar suggestion that the Argentinian Submarine Santa Fe was in coastal waters out of port. More disquieting was the fact that the Argentinian Task Force with the Belgrano was readying for sea.

The next day started with trouble at home; news of planned cuts at Devonport had been leaked and the dock crews which had worked 24 hours a day to get the task force out went on strike. Never one to back down, Mrs Thatcher's resoluteness (and absolute determination to preserve domestic opinion) cost another vessel being ready in the time frame of the game. There was no significant action at all that day, as neither the Argentinian airforce or navy left port due to the misty weather prevalent at the time.

The 3rd May 1982 was more dramatic. News broke of the possibility that there may be nuclear devices present in the task force, which posed a potential risk if conflict broke out. The MoD issued a 'refuse to confirm or deny' statement out, and the decision was taken not to transfer the nuclear devices out from the task force, as this could take some of the vessels off station for up to 4 days. Realistically, this could have been done as it was early days, but with the
SS Canberra full of troops from the Royal Marines and Paras it was decided not to risk it with the knowledge it could bite us if a ship with nukes was sunk in the combat. But this was the Royal Navy, for goodness sake, fighting a second rate dictator's Navy so it was decided to brazen things out.

This nearly went pear-shaped straight away. Although the Argentine Navy continued to stay home, the improvement in the weather back towards the grey skies of the 1st day of the campaign resulted in an initial probing attack by 2 Canberra Bombers operating from the base at Trelew. The Task Force had early intelligence from an SAS team observing the airport, and from the Chilean Government and a further 3 Sea Harriers were scrambled to join the six already deployed in the CAP. These provided cover in all the outlying sectors and over the main task force itself. Unfortunately, the old, slow, Canberra's tried to maximise their survival chance by circling around the fleet, attacking from the east instead of the more likely west. As the Nimrod operating out of Ascension Island didn't detect the raid, the airborne defence was spread thinly rather than focussed.

The two bombers approached the Type 21 frigate
HMS Alacrity, which was on a lonely patrol to the east of the main task force. The lone Sea Harrier attacked the incoming raiders, shooting one down, but the other pressed its advantage. The Alacrity tracked in the raider, impotent to do anything until it reached 10 miles of range, at which point it fired Sea Cat missiles at it, which unfortunately missed. Emergency evasive manoeuvres were instigated, resulting in the bombs from the Canberra exploding in the sea some distance from the Alacrity. A sigh of relief went up as the Task Force survived its first serious challenge. I wrapped the game up there.

The tension when the airstrike came in was fantastic; even though I knew statistically that it would run into a wall of Harriers and Missiles if it came the most likely route (it didn't) I was nervous, as any aircraft getting through and hitting will knock a ship out. In the end, the attack blindsided me and I was fortunate that it was only Canberras (with a less than 10% chance of a hit) that came in. Your mind races ahead when the rolls go against you, and I was thinking especially about the nuclear decision I'd made earlier. However, that decision, if taken the other way, would probably have meant that I had no naval cover in this outer sector and the attack would have hit the main task force.

I love the way the different levels of the game interact, and hope to find the space to set this up and play a full game rather than an hour or so noodling around.

Game Plan 2010

It’s a tradition on some the BBS boards that I frequent related to gaming to post plans for the next year, kind of a New Year’s resolution. This is my take on that challenge. I’m trying to keep this as simple as possible this year as I think that 2009 was overly ambitious and doomed to failure from the start!

Writing:
*Complete "This Fear of Gods" for Traveller, a scenario I've been playing with since Furnace 2006!
*Rewrite "Singularities" into a full setting for Wordplay (which means doubling or tripling its size).
*Several other Wordplay related projects that I have bubbling in the background.
*Get "Power Projection: Reinforcements" off the ground after far too long in development, probably by some initial PDF releases.

Playing:
*Attend more TomCons (ideally run Doctor Who, Wordplay and maybe some indie fun stuff)
*Get another block games day together
*Try and run something by Skype again.

Conventions:
*Travcon, Continuum and Furnace as a minimum.

Blocks Galore!

Richard III
The Richard III Board

I spent the last afternoon of 2009 playing some of the Columbia Blockgames that I've acquired over the last few years with Tom, Matt and Simon. I took the whole suite of the games with the 'Hammer of the Scots' engine down with me; being 'Hammer of the Scots', 'Richard III', 'Crusader Rex' and 'Athens and Sparta'. The games are called 'blockgames' because each side's forces are on coloured wooden blocks, which have a sticker on detailing the unit. The blocks are arranged so the other player cannot see the details, a bit like 'Stratego', and their orientation indicates the strength of the block. The actual forces in a battle are only revealed when they make contact.

After some discussion, we set upon 'Richard III' and 'Crusader Rex' to play, simulations of the Wars of the Roses and the Third Crusade respectively. Tom played Simon in the battle between the Houses of York and Lancaster. Tom had the Lancastrians and Simon the Yorkists. I faced off Matt as the Franks, led by King Guy of Jerusalem, and Matt lead the Saracens with Saladin front and centre.

Both games went very well; the fog of war effect is fantastic (you can't see the exact piece or strength of enemy pieces until you engage them) and often leaves both players feeling that they are losing. In the pictures here you can see the view from either side of the Crusader Rex board.

Crusader Rex: the Frank view
The view from my side of the board.

I had my head comprehensively handed to me on a plate by Matt, all respect due, after I forgot one of the key strategic objectives of the game for a turn. Crusader Rex hangs around the control of seven key cities/areas in the Holy Land; Damascus, Aleppo, Antioch, Acre, Jerusalem, Tripoli and Egypt. The Franks start with 4 areas and the Saracens with 3. Victory conditions are either to hold the majority of the cities at the end of the last turn or 'sudden death' victory by gaining control of all 7 cities. It was the latter which undid the Frank's campaign.

Crusader Rex: the Saracen View
The view from Matt’s side of the board

When Crusader Rex first came out, it was heavily criticised as being unbalanced in favour of the Saracens. However, the rules have since been amended, and the whole game feels finely balanced. Among the key things I learnt from playing were that storming fortified cities or castles was a very costly experience, even with large numbers of attackers. I guess that history reflects this. The Frank Knight's Charge is devastating when used, but can be self destructive with bad rolls or the addictive feel of throwing large numbers of dice takes control. The Crusader forces need to try and catch the Saracens on the field, or the losses in combat against fortified cities will completely undermine their long term survival.

As the Frankish forces, you feel really exposed for the first few game years (each of which have 6 turns), as you constantly lose forces against the huge numbers of Saracens deployed at the start. I ended up clustering around some of the cities and locating some forces on key communication routes to stop a Saracen advance. However, this left the forces effectively pinned, with the Saracen forces able to mass and overwhelm the less strong enclaves at will. Slowly, my long, thin, defensive line was broken, with little clusters of orange blocks surrounded by green.

The only bright spot on the horizon was the slow massing of Crusader forces from France, England and Germany, a growing threat which Matt was also very aware of. I thought the game was swinging back into my favour when Richard the Lionheart landed, with the Germans ready close behind, an event that coincided with the Saracens forgetting that the winter turn was next and failing to disperse forces to areas that could support them through the winter months, thus losing large numbers of units including Saladin himself.

Unfortunately, that's when I made my big stupid mistake. I moved my massed forces from Acre and the surrounding roads to try to retake Jerusalem. The initial storming attempt failed to break the Saracens, so I settled in for a siege. At that point Matt launched a counter attack at the now weakened port of Acre, taking the city. Foolishly, I had failed to notice this was the last city in my control (as I was just about to launch big attacks on three others), and I lost the game!

I really enjoyed the experience, and would love to play again. The feeling was the same from all the other players. We can wholeheartedly recommend the Columbia Blockgame Experience.

Out of the Furnace

A You-Tube video I pulled together using the Flip Video Camcorder at Furnace 2009. Very Vox-Pop; perhaps I should have edited myself out?



I’m pleased with the outcome, although it could do with a little space either side of each cut. The editing was done with the Flipshare software.

Furnace 2009 After Con Report

Last weekend, I went to Furnace 2009, a roleplaying convention held at the Garrison Hotel in Hillsborough, in Sheffield. Furnace has rapidly become my favourite convention for a number of reasons, not least of which is that "It's all about the games".

But surely all gaming conventions are "all about the games", you ask? Well, the honest answer is no – and yes. Each con has its very own focus and uniqueness. Continuum always had a strong Gloranthan and Freeform vibe, Dragonmeet a strong games market feel and so on. So why is Furnace unique? I can't put my finger on it exactly; maybe it's about the setting (the old Garrison building, effectively a castle, with games run in former cells and armouries, or maybe its because the pretension that plagues other conventions is missing. At Furnace, D&D 4th edition rubs shoulders with the Collective Indie chic, the "Fast! Fun! Furious!" ethic of Savage Worlds and the ever-elegant grace of one of my former loves, d100/BRP.

I've been to every Furnace so far (since 2006) and this was perhaps my best. So, what did I do?

I nervously looked at a real copy of Graham Spearings' Wordplay, the game I did the layout for, and watched it sell well over the weekend. As anyone involved in the creation of things such as this will know, I also grimaced at the (fortunately very few) glitches in the book. But it was a real buzz to see a real game I'd turned from an OpenOffice file into an actual book with the help of Lulu.

I always miss the first session, and use it as a chance to catch up with people. I'd hoped to meet John Ossoway and discuss his forthcoming SF RPG River of Heaven, but unfortunately events conspired to prevent him coming to the convention. I had a good natter with Tom Zunder, and a few others, visited the Patriot Games and other stands, and made a bee-line to go and pick up a copy of "Beat to Quarters", Neil Gow's excellent Napoleonic Naval RPG. Absolutely lovely, and I hope that he forgives me for the later atrocity. So that was Slot 1, ended with a trip to Morrisons for supplies.

Slot 2 on Saturday afternoon saw me run my first game, a Wordplay engined SF adventure in the Singularities universe I've developed for the forthcoming deluxe version of the core rules. I'd run the adventure once before, at a TomCon, and the story evolved in much the same way as before. Most amusing point was when two of the players who had played at TomCon tried to sign up before they released that this was, in fact, the previously unnamed scenario that they'd previously played. Nanotech swarms, Duplicitous AIs and STL starships combined with a hick frontier world intent on celebrating the arrival of the first starship in nearly 40 years to create carnage. One of the players has subsequently described it as "Dallas meets hard SF". I was a bit worried that some of the players were getting lost, as the game is heavily influenced by Banks, Asher, Stross, Reynolds and more and if you haven't read the new wave of British SF it can be a shock to the system, but everyone seemed to have a good time. The one thing I'm still not satisfied with is the new take of the variant scale rules for Wordplay I was testing, but it was a lot closer to what I wanted to achieve than the first playtest.

Saturday evening, Slot 3, saw me make a grown man call for help. Neil Gow had foolishly decided to set a game of "Beat to Quarters" on the Irish Rover (of Pogues song fame) and he got everything he had hoped (or feared). The plot ranged widely, with missions from God, the whale-with-the-grail, drinking, wenching, a wide sargasso sea, sea monsters, shipwrecked pirates (from the Dutch Antilles) and a huge volcano, but the Irish Rover broke with the tradition of the song and made it to New York. One of the amusing parts for me was the way my character ("Johnny McGurk") was picked on by Mick's ("Malone") and a bitter rivalry erupted, to the point that my character had the personal objective to make sure Malone looked like a fool. In the end, he was transformed into the Goat Captain! I loved this game; Neil handled it just right, but I think he was horrified with the monster he created. So that was my one chance to play a game and it was brilliant, a definite high spot. It also convinced me about the "Duty and Honour" and "Beat to Quarters" rules mechanics, which handled everything that could be thrown at them and more. I look forward to the special supplement that Neil must be duty bound to create.

I headed back to my hosts house, and Tom and Nathan and I stayed up a little longer drinking tea and eating scones and putting the gaming world to rights.

Sunday dawned almost too early, but in reality it was a lie in for me. Slot 4 saw my now-traditional Indie-special. I ran "Wilderness of Mirrors" by John Wick, which is tagged as a 'better spy game". It has some interesting tricks, including handling the core of plot development over to the players, and a clever mechanic to reduce their chance to succeed as time goes on. Highlights of this include one of the players using a special ability of his character to finish off another character (brutal but oh, so clever) and the horror of the players about the plot that they created. Certainly, by the end of the game I wasn't sure if the characters were actually worse than the terrorists that their spies were after. I'd like to run this again, perhaps at a TomCon.

Slot 5 on Sunday afternoon was the game I'd put the most preparation into: Runepunk: Broken Dreams, a Savage Worlds game. This was set in the Runepunk setting, and was the sandbox scenario from the DarkSummer Nights supplement loaded with accelerant and handouts. The setting is a Neo-Victorian Metropolis dominated by magic and steam power science, with a very definite vibe. The most clear analogies in fiction are Mieville's Perdido Street Station and In Viroconium by M John Harrison. Lovely stuff. The scenario is rich and layered, and I was worried that the players may have got bogged down. But they didn't, and they ran a tight investigation which got to the right answer. We finished 25 minutes early; had we had 45 minutes, we'd have got to the final denouement, but the characters actually completed the mission that they had been set. The final twist was that they managed to play Savage Worlds for nearly four hours without a combat, which is a first for me for that particularly crunchy skirmish based system, yet seemed to really enjoy the game. I also enjoyed riffing with some of the players in character.

Sadly, the whole convention soon wrapped up after this, and I headed home, managing to get back before Jill and Nathan who had gone across the Pennines for the weekend. I had a great time, and I can't wait until next year's Furnace to be back again!

Casual (Computer) Gaming

Tom Zunder has posted an interesting article on his blog about what the games are that he like to play casually to loose some time. At the end, he challenged us to respond with our equivalents, so here goes.



1. Brainpipe.
Currently top of my pops, Shrapnel Games’ Brainpipe is very strangely addictive. The blurb in the link describes it as “an addictive endurance run” game. It has no violence, except if you crash as you travel through the pipes in the game which will eventually finish you off. It reminds me very much of Tempest 2000 without the shooting, and much more trippy music rather than thundering techno-beats. It is available for Windows and Mac OS X, and has a playable demo. It’s only $15 if you do get hooked.


2. Defcon.
If you grew up at the end of the Cold War in the 1980s and early 1990s, then Defcon will have a strange attraction to you. Ambrosia software have produced a game of mutually assured destruction which is strangely hypnotic and addictive. It supports network play if you register the game, but I quite like the demo version which lets you play against the AI. You build and position your forces, and then decide when and if to attack. Obviously, a multiplayer game allows for alliances and doublecrossing. It’s Mac only, and $25 if you want to register for the full game.



3. Weird Worlds: Return to Infinite Space
For my third choice, I return to Shrapnel Games and the Digital Eel team. Weird Worlds lets you play out a complete space quest in around 30 minutes, and is wonderfully addictive. You are either a merchant, an explorer or a military commander on a mission to explore space and find as many treasures as possible. The only part which doesn’t seem to be very survivable – aside from flying into a black hole – is combat, but if you’re smart you’ll avoid this. Great fun. Again, there is a playable demo you can download, but it’ll cost $25 for the full version.

That’s my three, what are yours?


Singularities: my latest writing baby.

Mick up cover
Background Image is (Creative Commons), references by clicking on it.

On Friday night I completed the first draft of my theme, Singularities, for Graham Spearing's excellent Wordplay RPG. It weighed in slightly longer than planned at 15,000 words rather than 10,000 but I'm really pleased with the outcome. Graham has sent it to the editor with the rest of the book, rather than asking for a cut in length, and I await the outcome somewhat nervously.

I've got some reasonably ambitious plans for this if it survives playtest and proves popular, as I'd like to publish it as a standalone game. This means some more playtesting and writing later in the year, after I've done the layout work for the core book for Graham. The picture above is a mock up idea for a standalone game cover.

I am a Storyteller Gamer

According to Robin Law's quiz, I am a storyteller gamer...

Indie Mix

I recently posted on the Tavern about a bunch of Indie games I bought recently:

I've read Hero's Banner now, and it does what it says on the tin pretty well ('the fury of free will'). As a game it focuses on three motivators for your character - Blood (ties), Conscience and Hero (influences) - and then has a game mechanic where you are forced to use one of the influences to resolve conflicts.

The game engine is a percentile driven one that looks more complicated in the text than it is, thanks to the inclusion of histograms.(*) It inherently drives your character to having one of the three passions dominate. Connections can come into it too, potentially slowing the slide to the endgame. Once a passion hits 100%, you get to narrate what happens to your character until they die, as they have made their choice.

The cute thing about the game is that it then 'does a Pendragon' and the next generation of heroes have to choose a heroic influence based upon the previous generation of characters. It's a nice idea, and helps make a simple game stand-out.

(*)This is a classic case of a good explanation which threatens to put off by looking far more complicated than it is. I guess I should also mention that I found the authorial voice intrusive in this game, and far too florid for what is, in reality a set of rules mechanics with a single short chapter of background. However, as a whole it overcomes this.

I then read The Princes' Kingdom, which is basically Dogs in the Vineyard done with kids adventuring around their father's demesne, an Island Kingdom. It's a nice take, and I'd quite like to try it some time. Like DitV, it uses a bidding and fallout system based on dice, which looks quite fun in itself. You could play it with older kids, or you could play it with adults equally successfully.

Faery's Tale was next. This is a lovely game, with a d6 dice pool mechanic (evens are successes, 6 gives an extra roll) set in the classic fairy tale literature. The layout is a bit of a mess; it almost gets there but manages to look to busy and disordered. This is a real shame as the artwork is some of the best B&W work I've seen since Pendragon 1st Ed.

The whole game engine is really simple, and it focusses nicely on the narrative. It'd definitely work for younger kids and adults who'd like a whimsical and traditional feeling take on the Fairy Tale worlds.

(If I'm seeming critical on layout and tone, it's because I'm taking note at the moment as Wordplay heads towards layout!)

Gazing at the Embers

Well, Furnace has been and gone and I really enjoyed myself. Highlights as follows:

* The way the players really ran with the whole 1950s B-Movie SF in the Savage Worlds game. Andy's character's attitude to humans (who are obviously beneath contempt!) and the big robot's approach were absolutely sweet and really a pleasure to GM for.

* The
Mythic Russia game, where I accidentally ended up with the Ice-Queen over-achieving feminist noble envoy and it was such fun! Mark Galeotti had a fun murder mystery with Pagan / Russian Orthodox Church clashes and I had a great opportunity to be really pushy and stroppy. The game had drama, hilarity and some dark moments too!

*
Sufficiently Advanced let me have the fun of watching very high tech Sf play with the heads of the players again. The game was as much fun as the first time I ran it, and probably had one of the most epic results of any that I've run (15 star-systems sent nova to prevent an Alien Inhibitor menace!). This was so not-Traveller it was untrue.

* "The Fall of House Atreides", my
Conspiracy of Shadows game had me breaking into a cold sweat when one of the players pulled out The Dune Encyclopedia, only for me to find they just wanted to remind themselves of a detail on their characters.

* The fact that the game had Paul Atreides as the traitor. Having had Jessica in the same position in the first game at Continuum, I was pretty shocked at another core member of the family being the main threat again.

* It was also cool that a number of the player who tried my
Conspiracy of Shadows game last Furnace came back again form more. I hope they enjoyed it.

* Playing
Wordplay again, this time in the Faded Suns SF universe. I enjoyed this, but ended up with another pushy noble whom I inflicted on the rest of the gaming table. Good fun, but in some ways I preferred the Conan games I tried previously, probably because they were much more fresh to me as I've read a lot of Faded Suns before.

* Having a good natter with Mark Galeotti, who I have great respect for as a gamer, author and general media tart on programmes like Today and PM.

* Neil Gow's excellent '
Duty and Honour'. Respect is due! He has set a bench mark for the layout of Wordplay.

I had a great time and can't wait until 2009's Furnace!

Furnace 2008

Furnace 2008 is tomorrow in Sheffield, and I'm looking forward to it immensely. I'm running three games, and just have the final read through left for the last one now. It's one of the most game-centric conventions I've been to and I've enjoyed the previous two iterations.

I'm running a somewhat varied mix of scenarios; a B-Movie 1950's Sci-Fi game for
Savage Worlds, a re-run of the Sufficiently Advanced game at Tom's the other week, and a re-run of the Conspiracy of Shadows 'Fall of House Atreides' Dune based game I ran at Continuum in August.

Should be fun.

Random Musings

Been a strange few days, with Nathan 'suffering' from Chicken Pox, and me adjusting to Jill not working at the same place as me for the first time since we started going out. I've also had some time to consider the gaming session which I had just over a week ago, which was good.

Firstly, Nathan. In some ways, aside from a few small spots, you'd never know he was unwell. He's been a riot of energy today, and Jill was quite worn out tonight when I got home. The picture below is during a short walk we took him on to get some fresh air as he was getting frustrated being cooped up. You'd never know he had the lurgy...

Cheeky!

Hopefully, he'll be back up to normal soon.

Jill not being at work is taking a bit of getting used to. I expected it to be strange, but I'm missing the company at lunch. Got pretty annoyed at the weekend, as I got called by someone from work with questions about stuff I haven't done in four years. Thing is, it was Jill's remit before we restructured and I think it was pretty insensitive and out of line to be making that kind of call. Anyway, I helped as graciously as I could and discussed it with the individual involved today, putting across my feelings and pointing out that there are other people in place to handle that kind of call. I hope that is now sorted.

We're just working our way through the fourth season of the new Battlestar Galactica. The problem is that, thanks to the US Writer's strike, the series ends at episode 10, and we've probably got another year to wait until we see the last 15 episodes. Quite frustrating really.

I mentioned running Sufficiently Advanced at TomCon September 2008. It was very different, and great fun. I've decided to do it again at Furnace later this month. It was strange to have a game which started to shift into a philosophical debate more than an action adventure, but I think that's very reflective of the best hard SF, which the game is meant to feel like stylistically.

I'm also being very impressed with Slipstream at the moment. This is a plot-point campaign for Savage Worlds, which is one of my favourite crunchy systems at the moment, and is a pure Flash Gordon serial style fun, and a total contrast to Traveller or Sufficiently Advanced! I also read Greg Stolze's Film Noir RPG, A Dirty World, which finally delivers something with the ORE system that I want to play, unlike Reign.

On a final note, I've really been enjoying listening to Fish's latest album, 13th Star, over the last few weeks. It is definitely a return to form, and possibly his best since Suits or Vigil in a Wilderness of Mirrors. I'm also getting excited that Happiness is the Road, the 15th Marillion album, is due in the next fortnight. Can't wait for my pre-order!

Currently feeling: Relaxed
Currently listening to: Flash Gordon (Queen) Blame Slipstream!.
Currently reading: The Second Book of Lankhmar (Fritz Leiber) & Slipstream (RPGs).

Continuum - Day 3 and After Con thoughts

Sunday really made my time at Continuum. Firstly, I got to play in games rather than referee them twice, which was great because that's why I go to Continuum. Secondly, I managed to sell most of the pile of stuff I had ready to eBay in the Bring and Buy sale. Sure, it may not have reached the prices that eBay may command, but I got a reasonable return on it all and recovered a lot of time at home which would have been spent preparing stuff for auction.

The first game kicked off at ten o'clock in the morning, and was one which I was familiar with; Graham Spearing's excellent Wordplay. The game was another playtest of the system, and was set in Robert E Howard's Conan universe. It was a direct follow on to a game I'd played at a Tomcon earlier this year, and by an accident of luck for me, and probably bad luck for Graham, I ended up with the same simple Turanian Tribesman (okay, sorceror) as I played last time. I had a real blast, especially as I got to play with the excellent Mark Galeotti, writer of much HeroQuest material that I admire such as Mythic Russia. His character was a librarian and gladiator, and I suspect our scheming may have been a little hard on everyone else. However, the system worked beautifully, and we nailed a few more of the awkward questions which you can only find by playtest.

After lunch, I ducked out of playing, as I wanted to see what would happen with the auction, which I had two items in, and also sort out my bring and buy stuff. I managed to persuade Neil Ford to run a demo game of 3:16 during the early evening. I should hang my head in shame here, as I was meant to be running it as well, but had dropped it with the extra game of Conspiracy of Shadows I ran.

The 3:16 game was an absolute blast - basically, it's a cross of Aliens and the film version of Starship Troopers. You play a squad of soldiers taking part in Terra's Xenocidal Crusade to make the universe safe for humanity. The group really got into character and although we only played for 90 minutes, we got through character generation and a complete mission. We'd have happily played more if the closing ceremony hadn't started. I got a surprise in this; all the GMs were asked to come up and pick up a game book as a thank you for running, which was unexpected and very kind.

After the closing ceremony, Graham, Duncan and I dug out my copy of Iliad, which is a superb card game of the Trojan Wars. What is fantastic about the game is that it has strategic and tactical elements which make it quite difficult to call as you jockey to achieve 12 victory points. The key one is that, although you start with 12 cards, you only replenish your hand with 3 each turn. This adds a real resource management challenge to the game. The next challenge is that there are two types of conflict in the game - Thanatos and Gorgon. Thanatos rounds are the standard games, which you don't want to loose as they cost you victory points if you come last. Gorgon rounds are brutal on resources as you have to keep playing to stay in. You can't pass and stop committing cards in the same way you can in a Thanatos round as stopping means you fold from the round. So you need to be very, very careful about whether to commit to them. Thanks to some luck on my part by winning a battle for Helen for Troy (5 victory points) and my conserving resources while Graham and Duncan went hell for leather at each other, I managed to win the game in a Gorgon round. I really enjoyed the game, and definitely want to play again with a bigger group.

After this, I went to bed. I had a relaxed morning , and then had the long drive home.

I really enjoyed Continuum, and want to be back in 2010. Highlights ranged from meeting old friends, to playing games with new friends, and just generally escaping from the usual way of things. Lowlights? Missing Nathan and Jill, the heat in my room, and the general scramble for games. However, I had a good chat with Graham on the latter (as he was Games Tzar) and we came up with some good potential solutions.

A great long weekend.

Continuum - Day 2

I really enjoyed the second day here, albeit I was pretty tired after Friday night and some of the shenanigans earlier in the week with Nathan having a couple of disturbed nights. I didn't play in the first gaming slot of the day – instead, I made sure all my stuff was in the bring and buy properly, and also helped out getting some other people's material into it as well because filling in 40+ entries had kind of made me an expert. It seems to have been worth it, as the books are moving pretty well, and I'll hopefully not be going back with anything which will save me a lot of time preparing material for eBay. It'll also make Jill happier! I've put some older material into the auction (White Dwarfs in binders, Tales of the Reaching Moon in the same state, so I'll look forward to the outcome of that with interest.

I also had a good chat with Tom, and then a mouch around the trade hall where I amazed myself with my restraint. In doing this, I noticed that the next slot had no free spaces again, so thanks to the wonders of the internet, and a scary encounter with M$ Vista in the committee room, I printed out characters to run the 'Blood Opera' game I ran last time I was at Continuum. This went down well, with the players all getting into the mock Russian/Eastern European accents and vibes, and ended nastily as usual, with everyone seeming to have enjoyed it.

In the evening, I ran the second Conspiracy of Shadows 'Blood Opera', a game that I'd worked up over the last fortnight called 'The fall of House Atreides', which was a riff on the book 'Dune'. This also went well, but very differently to how I imagined it would. It felt more like a freeform, and the tension was built from players taking each other away from the table rather than the Doom mechanic used in the game. However, it was great fun.

After a much earlier bed (proceeded by Graham and I doing compare and contrast on our MSI Wind and PowerBook G4 12" respectively), I've woken refreshed and ready for another day.

The only thing that this convention has disappointed me with is the the mobile phone access, as I can't get a decent signal here, which means I'm missing Jill and Nathan. A quick 2 minute call was the only fix I got yesterday.

Continuum 2008

I've been let out to play this weekend by Jill and Nathan and have come to Continuum 2008, set – as ever – at Leicester University. The hall we are in this year (John Foster Hall) is significantly better than any we've been in before in terms of compactness and facilities and it's already shaping up to be a good con in terms of friends and acquaintances old and new who I've caught up with. In no particular order; Martin, Dr Moose, Tom, the 3 Bears, Neil, Graham, Loz, Newt, Nickey, etc. etc.

I had a bit of arm twisting from Tom and ended up running the Traveller scenario "This Fear of Gods" which I've been working on for BITS and it went well. The ending was another TPK (Total Party Kill), but everyone seemed to enjoy themselves. For some reason, most of my Traveller scenarios seem to have potentially vicious endings. Tomorrow night I'll be running my Dune scenario for Conspiracy of Shadows, "The Fall of House Atreides", which will be interesting.

Had a good chin wag with Dr Moose at the end of the game, and then headed back here to the room for bed. I really love this con, but I've got to confess I'm missing Nat and Jill already. Anyway, it's late and time for bed. Until tomorrow.

Wordplay

I had a really good discussion last night on Skype with Graham Spearing about his forthcoming RPG Wordplay. As a game, it's best described as the bastard love-child of HeroQuest and Burning Wheel, a great blend of traditional and narrative styles. I'm privileged that Graham would like me to lay out the project, which is giving me a great excuse to properly learn how to use the copy of InDesign CS2 that I have on the computer.

We had a really good natter about how the game will look and feel, and before I knew it an hour and a half had passed. It left me feeling really energised about gaming and writing again, and perhaps will be the motivation for me to start back on the Traveller scenario, Power Projection and other projects that have been sitting on the backburner!

Currently feeling: Relaxed
Currently listening to: My mum, dad and Jill.
Currently reading: The Complete Chronicles of Conan (Robert E Howard).

A Gaming Weekend

The weekend just gone was a fun one, as I got to play games for the first time this year (in honesty, for the first time since I went to Furnace last year). Tom kindly hosted a weekend of gaming, starting with the boardgame Twilight Imperium (second edition) on the Saturday, and following up with me running my Savage 2300AD RPG conversion for the second time. It was great fun, and I really hope to make several of these weekends over the next year, even if it's only for a day at a time.


From Tom's Gaming Weekend album...

The position above (taken by Tom) shows where we where at the start of the End Game period. At this point, Tom's son Matt (white colour) and I (red colour) both started major aggressive moves against our neighbours. The end result was that I won, but only because my technology and trade base outstripped Matt's more expansive empire.

I last played the game around 2000, with Andy Lilly and some of the BITS crew after a Dragonmeet. It was great fun then (except for the fact that I was knocked out very quickly in that game). I'd traded up to 2nd edition after the game, but it had sat around gathering dust for the last five or so years. I'm glad that I got to play it, and would love to do it again. It combines politicking with trade and resource building and major space battles. What more could an SF fan ask for?!

The 2300AD game was also fun, but felt somewhat more like a dungeon crawl than the last time. I'm not certain if that was me, but the more times I've run the scenario, the more frustrated I've become with it. Savage worked like a dream and I was really happy running it.

Tom discusses this some more on his blog if it interests you for a second opinion! He and his wife Ann were absolutely gracious hosts, and I came home feeling more relaxed than I have for a while. It was a great escape from work etc. Now I just need to keep my fingers crossed that Jill's friends finally agree a date for their pamper weekend so she can get away too!

Currently feeling: Happy.
Currently listening to: The Fan on the G4 PowerBook.
Currently reading: Avenues & Alleyways (a|state RPG) and LA Confidential (James Ellroy).

Qin - The Warring States

Qin RPG cover

As I mentioned on the main blog, I've been reading through Qin: The Warring States, which is a superb Ancient Chinese Wuxia style RPG. I've been really impressed with this, even though in some places the English suffers from being translated. This isn't to the games' detriment though, being more of a stylistic issue as the structure shows its French roots, reading more like a text-book. However, the content is excellent, in both the context of the game engine and the context of the background. Reading the book made me want to play it, which is always a good sign. I think I'd take this over some of the Japanese style games any day.

I recommend this wholeheartedly, and the PDF version is a steal at $10 on RPG Now.

A Gaming Desert

I'm kind of feeling like I'm living in a gaming desert at the moment, as every time I try and organise an RPG session the whole thing falls apart at the last minute. Last night I was meant to be running my Savage Worlds game, They Came From Beyond Space, which is a spoof on the old 1950s B-Movies. This was the game that was cancelled back a month ago because of the bad weather from the flood in Sheffield (see post here). Tonight, it was cancelled due to a broken Skype headset and a family commitment. The negative side of me feels like this is never going to happen. I'm certainly getting fed up of preparing for a game and then canceling it at the last moment. Aside from this I've not played a game since Furnace last October, and it's starting to nag at me. Hopefully next time...

I guess on the positive side, I had a lovely day at the Great Yorkshire Show with Jill, Nathan and my parents last week (photos soon) and this Monday saw me playing badminton for the first time in a year. I ached somewhat the next two days. Work isn't at its best at the moment, with a number of set backs. Fortunately, Jill and Nathan keep me sane, especially when he smiles. He's just discovered his fingers. And he's threatening to crawl as he gets more mobile. Could be fun.

Currently feeling: Down/Tired.
Currently listening to: Delerium / Poem
Currently reading: Qin - The Warring States (a Chinese based historical RPG).

Rain Stops Play.

I was going to play my first roleplaying game since Nathan was born tonight, but you may have noticed that it's somewhat wet. Initially, I'd thought that it wouldn't be a problem, even though it took me twice as long as usual to get home from work because the A58 was closed because of flooding.

However, the game was to be a virtual one, using Skype's conference call system. That's were it all went pear shaped! Along with the rain and flooding, power has gone out in a number of areas around Sheffield, including the house where two of my fellow players, Tom and Matt, live. This completely scuppered using the internet. Anyway, I guess we'll reschedule.

This was to be a big experiment for me in more than one way; I was planning to run the Savage Worlds game system for the first time tonight, with a one-shot scenario based on 1950's B Movies. I'd wanted to do this because I've committed to run a Savage 2300AD game conversion at Furnace in October. I wanted to get some familiarity with the system as well as have some fun!

The 2300AD game has had me getting ready early, and I've been preparing some miniatures for use in the game. It's the first time that I remember painting 'little soldiers' rather than spaceships etc. and I'm pretty pleased with the results so far:

2300 Marines

The shot is a macro one with the FZ-50, and shows the miniatures in progress.

Currently feeling: Slightly Disappointed.
Currently listening to: Maximo Park
Currently reading: 'Reign', an RPG by Greg Stolze

Rest In Peace: StormQuest

Stormquest
Some of you may know that I spent a fair bit of time in the first half of 2006 writing StormQuest, which was a conversion of Chaosium's excellent Stormbringer RPG into the HeroQuest system. I'd worked through this with the help of Lawrence Whitaker and several of the other top folk at the Tavern Bulletin Board and was really pleased with the result. We playtested at Continuum 2006 in an excellent game run by Graham Spearing and the plan was to publish the conversion (which had grown to over 17,000 words) in the con-book. We also briefly suggested getting a bit more ambitious and publishing it as a Chaosium monograph, or as a supplement for HeroQuest's forthcoming generic 'Questworlds' book.

However, the rumours started after Continuum that Mongoose Publishing had bought the rights to Stormbringer off Chaosium. I'm not privy to the full details of the business deal, but this is the case.

Anyway, we've done some investigation, and now there is no way that StormQuest can be published in the con book, in a proper book, or even as a free PDF to download. I'm pretty down about this as it was the biggest bit of writing I did in 2006.

To quote the end of the original novel by Michael Moorcock, Stormbringer: "Farewell, friend. I was a thousand times more evil than thou!"

A New Book...


I'm pretty pleased because the latest RPG book I wrote was released at Conception 2007 last week. The picture above shows the initial print run which was for sale at the convention. I'm waiting here excitedly for my copy to arrive in the post. Nick Bradbeer did an excellent cover for the new book. Happy

Starships

I've taken a load of photos this weekend, and once I've gone through them then I'll post them. 99% of them are of the usual suspect (Nathan!) and some of them are already up on Flickr if you want a sneak preview. Anyway, instead of the normal blog, I thought I'd add some pictures of a little project that has been kind of on hold for 12 months or so, as a recent email exchange with Nick Bradbeer reminded me of it.

I started painting miniatures some time ago, once I was on the route that would lead to the publication of Power Projection. I always wondered what fleet I'd do, and was hankering after something different. I do have a great selection of GZG's Full Thrust miniatures, but I wanted something different. One of my friends suggested that I take a look at some of the Games Workshop models, but most of those were to chaos-death-spikey to consider for use in a reasonably hard SF game. And then, Forgeworld was mentioned to me.

Forgeworld is Games Workshop's specialist minatures shop, using resin casts rather than metal. I found the Tau starships and fell in love with them. With some minor modifications, they'll do nicely for the Solomani Fleet in my Traveller universe!
Modified Emmisary Class

The first ship is a modified Emissary Class (inappropriate features removed).


The second ships are a Warden Class Gunship and a Manta Class. Sadly, due to the fact that I have just seen the Forgeworld site again, I've spotted some more ships that will look really good and help flesh out the fleet a bit more.

Anyway, that's pretty much all for tonight. Hopefully Nathan will be ready to sleep now. And I must price some more RAM for this laptop sometime soon. Playing with large image files is really slowing Rapidweaver down on the Powerbook with 512Mb in a way that the 1Gb equipped iMac doesn't, and the Powerbook has the faster processor!

Pulp Egypt


I recently noticed a thread on Gaming Report which mentioned a sourcebook called 'Pulp Egypt' for any RPG. As two of the games that I have recently bought and like are Savage Worlds and Spirit of the Century, this looked too good to be true. Well, I had to take a look, and I'm glad I did. This is a sourcebook by Peter Schweighofer which costs $20, and is a 176 page PDF packed with information on Egypt (some of it in a similar manner to the Call of Cthulhu RPG Cairo Sourcebook) to support pulp campaigns. Having quickly skimmed the PDF, there are suggestions on how to run archaeological, espionage and crime based campaigns, and some excellent material for reference. I think that it will be easier to integrate with Savage Worlds rather than SotC, as the latter is more free-form and co-creative. However, it will add to both if you fancy some Indiana Jones style adventures.

If you feel that $20 is too much to spend on something you've never heard off, there are a number of free scenarios on the site which give an idea of the quality of the material. I recommend this. They can be found at Griffin Publishing Studios' site.

Thumbs Up and Down!

A few weeks ago, I emailed about my quest to find some proper Fudge dice to use with Spirit of the Century. I had made some home made ones, but wanted something better. Anyway, I ended up in a position where I had two sets coming to me, one from the USA and one from the UK.

The shop in the UK – The Gameskeeper in Oxford – was excellent. They didn't have any dice in stock, but managed to track some down in the USA and special ordered them. Their communication, service and speed was excellent and I recommend them wholeheartedly. The website mightn't be the most modern, but they more than make up for that with their approach! Kudos and a big thank you!

Also worthy of mention was Patriot Games in Sheffield, who tried to get some dice for me but had no luck with their contacts. Likewise Leisure Games.

And now to the villains of the piece! It gives me no great pleasure to 'name and shame', but I have to denounce RPGshop in the USA. Their shipping of the Fudge dice was prompt, well packaged and a pleasure except for one small fact. They lied about the costs. When you place the order, they take a $25 deposit and the agreement is that they will only charge cost plus $3 for shipping, refunding or charging extra as appropriate. The shipping cost $9.15 according to the stamp, plus $3 makes $12.15 in normal maths. No refund. No response to emails. So I give them a big thumbs down. I'll more than happily post an update if and when they refund the money they owe me. I object to paying more than a hundred percent premium on shipping!

Protection

Protected Books!

I have a really bad habit with roleplaying game books. Unfortunately, because I tend to use them as well as read them, they tend to get trashed. Now, if you asked my mother or father, you'd know how much that this goes against the grain for me. I hate damaging books, probably because of the mental scars I received from my father (only joking!) when I damaged some of his when I started to read SF.

I've tried to get around the damage done by either covering the books with sticky back plastic, or by buying hard covers. However, not all books are available as hard covers, and unless you are a black belt sticky back plastic expert, you can pretty much guarantee bubbles or creases somewhere on your favourite book.

Anyway, my mum works as librarian at my old school, and she made a fantastic suggestion which I'm kicking myself that I didn't think of earlier. She gave me the details for the company that sells the plastic slip case book protectors she uses for paperbacks. I've gone and bought some, and they fit well and are far better than sticky back plastic. The picture above shows my Burning Wheel books and copy of Cold City now that they are protected. I 'm really impressed, and my mum tells me that it a lot of cases the paperbacks in these protectors actually last better than hard covers. Well, I'm sure I'll do enough damage using the books to see if this is the case!

Fudging the Issue

Spirit of the Century, the pulp RPG which I'm reading at the moment, uses a game system called FATE. This is in turn derived from a game system called FUDGE. For the gaming literate amongst you, FUDGE and FATE both use a ladder system of ability ratings for skills and the success and failure assessment. This is used in combination with special D6s (normal dice to non-gamers) which are marked with 2 pluses, 2 minuses and 2 blanks. Four FUDGE dice are rolled together at the same time, giving a distribution up and down the ladder system of +/-4 steps. Simple and elegant.

Fudge Dice (Improvised)

Spirit of the Century has a real buzz about it on the various roleplaying forums, and rightly so. It's elegant, well written and looks like a load of pulpy fun. If that means little to you, think Sky Captain & the World of Tomorrow, Indiana Jones, or The Mummy to get a feel for the genre. I suspect the buzz has resulted in me not being able to find FUDGE dice anywhere in the UK. Anyhow, I've ordered some from the USA and, in the mean time, have improvised using a marker pin and some guidance of a website. I'm particularly proud of the red dice! They may be Heath Robinson, but they work well!

(I know that the Deryni Dice are FUDGE dice, but I wanted some colours, not just black and white!)

Post Furnace Thoughts

Furnace was excellent, but partial marred by a bad headache over the Saturday and into the morning of the Sunday. Sadly, this wasn't alcohol induced as I was driving both days – I suspect it was just general tiredness catching up with me. However, this was resolved through the wonders of modern chemistry, and by mid-Sunday afternoon I was back my normal self, if a little tired from the lack of sleep.

I had a really fun time, playing 5 different games (4 of them RPGs) over the weekend and getting to meet up with friends who I more usually hang out with virtually. The venue was superb including the cells – from the building's former role as a jailhouse for the garrison – which we used to game in. They were pretty close and intimate, as you can see from this picture that Tom Zunder grabbed of me running on the Sunday afternoon.

The five games I played were Iliade (a French card game set in the times of the Greek & Trojan wars), Burning Wheel (Graham's excellent take on Middle Earth with the system), Chaosium Basic Role Playing (Loz's demo of the excellent Gwenthia setting), Blake's Seven (run by Nathan, using a rare set of rules) and my own Traveller game. If you're interested in more detail than this, then have a look at my brief comments at The Tavern, which I wrote pretty soon after I got home.

I'm hoping that I'll be allowed to go to this convention again next year! The organisers – Tom, Graham, Darren and Newt – deserve a lot of credit for making this a great gamer's con. Next year, Furnace will be on 20-21st October 2007 at the same venue.

Furnace this weekend

I'm really looking forward to this weekend, when I'll be going to the northern gaming convention, Furnace. This is the first iteration of this convention, but it's being organised by a group of people who I know, and whom have also been involved with the ever excellent Continuum.

I know I'm running two games - 'Blood Opera' for Conspiracy of Shadows (a repeat of Continuum and very much a player driven game) and 'This Fear of Gods' for Traveller. I've just finished the characters and plot for this, and am feeling quite relieved! It was harder work that I thought, especially when I was trying to put together some shorthands for the players by giving photos and pictures and saying that they are 'like such and such a character'. I kept on drawing a blank, but was fortunately helped out by Graham Spearing, who gave me a few minutes out from his charman's preparation for Furnace.

Playing-wise, I've asked (GM's can pre-sign) to sign up for Graham's 'Burning Middle Earth', which is a Burning Wheel adaptation to Middle Earth. This interests me a lot, because I loved the setting but have gone a long way since MERP. The other game I've signed up for is Loz's 'And Stones', which is a Gwenthian BRP game. i've heard nothing but good about games that Loz has run, so I'm really looking forward to this. I was tempted by the 'Ultraviolet' TV series based HeroQuest engined game, and Newt's Mythic Russia and Gloranthan games (especially the Pavis one), and also 'My life with Sauron', but they didn't quite have the draw as the others did. So, if all goes well, four games, and hopefully some games of Iliade and Mag*Blast for a bit of fun. Should be a good weekend.

Of course, when I get back I've got to get into the nightmare of moving the study into the old smallest room, as the carpet arrived this morning! Not looking forward to this as there is too much *stuff*, and I've also already halved my RPG collection in the last two years!

Hoping to see you at Furnace!

Planetary Web for Burning Empires

As the Burning Empires Wiki doesn't have a planetary web play aid up yet, I knocked one together with OmniGraffle and exported it as a PDF. You can found it on my download page for games.

Planetary Web

A|State Combat Damage Cribsheet

On the downloads page I have added a PDF crib-sheet to help run through the combat sequence of Contested Ground Studio's excellent A|State RPG. Enjoy - it compliments their excellent PDF download GM's screen which you can buy here at RPGNow. I've put it here (with permission) as they originally planned to use it on the Screen, but I guess it didn't fit.

Power Projection: Reinforcements

I'm finally getting to the end of the build for the BITS website revamp, so I decided to dig out the metal I need to build for the Power Projection. I've also got contact details for Techsil, who make the Tufloc Superglue that Jon Tuffley of GZG recommended. I should get that ordered this week, and then I shall get things moving.

The Metal

Combat Cribsheet for A|State

On the downloads page I have added a PDF crib-sheet to help run through the combat sequence of Contested Ground Studio's excellent A|State RPG. Enjoy - it's a great compliment to their PDF download screen.

Projects

I've got a number of different projects running at the moment - the new BITS website (the biggest Rapidweaver project I've attempted), StormQuest (a Stormbringer HeroQuest conversion for Continuum) and Power Projection: Reinforcements (the new fleet book for BITS' Traveller miniatures games). I'll try and get some more regular posts here as it will encourage me to get moving on them!

Breakdown of 2005

Well, I've finally worked out what I read in 2005; just the basic info at the moment - 22,754 pages and 85 books in 2005. That's down on 2004 which had 30,428 pages and 100 books. I guess the main reasons are the fact that I changed job, and also I tried to clear the RPG backlog, and our main holiday in 2005 was a far more 'doing' event than the year before. However, you can see a big spike in March when we were away on holiday.

Reading Rate

The flat-line in September/October is the big Fritz Lieber omnibus, which seemed to take a long time to read for some reason, even though I enjoyed it immensely. I think I read more slowly because of the short story format giving definite break-points to switch off the light when reading in bed! I read a similar sized tome which wasn't a shorts collection (Jonathan Strange and Mr Norrell) last month, and went through it a lot faster.

Breakdown by Type


I think one of the other contributing factors was my attempt to read all the RPGs that I had sitting on the shelf, and they seem to take longer than other books. Perhaps it is because of the rules and lack of a natural flow in a lot of the books?

Anyway, it's going to be interesting to see what 2006 brings.

Crusader Rex - Shortened Playtest

Having watched Kingdom of Heaven earlier this week I was itching to get a game of Crusader Rex, so Friday night finally gave the opportunity that I was after. Jill was preparing some shoe-boxes for work's entry into Operation Christmas Child, so I dug out the game and set it up on the lounge floor.


Before I started, I also had a quick skim through the various forums on the Columbia Games site to get an idea of tactics and strategy. From this, it became apparent that there were a number of challenges. The Franks (Crusaders) were perilously exposed, and an aggressive strategy could rapidly result in them being wiped out. In addition, their generally lower quality forces left them attacking second in a battle until the Crusading forces arrived. The final controversy – for which there were repeated heated discussions on the forums – was that the 'Knights Charge' rules were somewhat deadly to both sides. It gets the Franks doubled attacks, but exposes them to the risk that any roll of a '6' on the D6 causes damage to their own sides. The rules have recently been changed, and the designer, Jerry Taylor, makes a spirited defense of their accuracy on the games' forums.

Anyway, I played both sides, so the fog of war was limited, and the game ran from 1187 to 1189 (when I had to abandon because it was too late).

The first year's play (6 turns worth) started in a very edgy way. I wasn't sure how deadly combat would be, so decided to muster the Saracen forces at a four locations to try and get some reasonable sized armies. As a tactic, it works very well, provided you've allowed for the winter turn at the end of the year. By the third month these were moving into Outremer, with forces from Damascus and Egypt threatening Jerusalem, forces from Aleppo threatening Antioch and a final group threatening Krak des Chevaliers to the north. There's a game map here if you want to have a look at the geography. Movement is limited to roads - major routes (think lines) can have 8 units pass, and minor routes can have 4 units.

The initial fighting was at Tiberias (ironically, near Hattin, the major defeat that triggered the Third Crusade), south of the Sea of Galilee. The Franks repelled the initial forces threatening Jerusalem, but at the cost of about two thirds of the military orders after a bodged Knights Charge. These were lost forever as the military orders can't be replaced. The attack was effective though, and one of Saladin's relatives was killed. The rest of the Saracen casualties went in the draw pool to re-emerge later in the game.

A minor push at Krak des Chevaliers was repelled, but again casualties were taken by the military orders. By the end of the first game year the Franks only had two military order units left, both at reduced strengths.

The end of the year saw a mistake on my part as Saracen commander. I'd overcommitted high value movement cards so didn't have enough to regroup around logistical bases for the winter. The limits were set at 1 block per number at the location; for example, Jerusalem can support 3 units, but Krak des Chevaliers only 1 block. Any excess blocks are disposed of, which resulted in the effective destruction of the Egyptian army. From this point on, both sides were careful with move cards and also used retreats and regrouping moves effectively at the end of the year.

The second year sees the draw-pools in action, so each side draws a reinforcement block every game turn (of which there are 6 in a year). The Franks ended up with two of the three English Crusaders, and a German and French unit too. This was somewhat pleasing but also worrying to the Saracen side. Pleasing, because there were no effective additional defenders in play, but worrying because there were heavy reinforcements very close to arriving with the right draw.

The fighting went badly for the Franks, with the complete loss of the south at the second battle of Tiberias, followed by a retreat from Acre with a late year follow up attack. King Guy and most of the remaining Outremer nobility from the south died. Antioch fell, proving that protective walls weren't enough to save against a strong attacking force, and a desperate retreat followed south down the coast. The only upside to the Franks turn was the attack by the assassins on Saladin. Sadly, this didn't quite succeed in taking him out of the game. End of turn saw the Saracen forces dispersing to blockade the ports to the south against the crusaders' arrival.

1189 opened brightly for the Franks, as Richard the Lionheart deployed to Tripoli along with the Aquitaine Crossbowmen. The Franks didn't have enough movement points to bring Robert of Normandy in as well. King Guy re-appeared as well. The Saracen forces launched a savage attack at Tripoli and Krak des Chevaliers, which finally fell. Faced with an overwhelming force, and nowhere to retreat, Richard Kinght's Charged, causing massive damage (6 points) but the newly arrived Crusaders were wiped out to a man. The final remaining military orders were also finished off. Next turn, Robert deployed to Tartus, and launched a heavy counter attack with the forces that had retreated from the north and Krak. This blunted the Saracen attack, and left the crusaders in possession of the ports from Beirut to Latakia, helped by drawing the right forces from the draw-pool. King Guy mustered a small force to Jerusalem. And that's when I ended the game.

The position looked better, but far from rosy for the Franks. They had a good stronghold around Tripoli, and the French Crusaders were ready to arrive. The south had a good enough force to be making the Saracens consider re-mustering to engage it. However, doing so would open the way for the Crusaders to arrive in one of those ports, threatening the south of Outremer. I guess that a higher risk, all out attack from the Saracens could settle the game by 1191, but it would potentially leave them exposed.

I really enjoyed the game - I do think that possibly some tweaks are needed, but don't feel that there are any major flaws. It took two and half hours to get to the point I was at!

Rapidweaver 3.2

Well, I've been patiently waiting, and finally, Rapidweaver 3.2 is out. And it feels faster and even more together. Altogether excellent. I'm going to have to check how easily I can update some of the custom 3.1 themes I've made, but that shouldn't be a problem.

Hubble/NASA image of Neptune

RW3.2 adds a lot of features, such as the ability to include inline graphics more easily (scaling and rotating!), and more scaleable pages. As an example, here is an image of Neptune from NASA/Hubble imagery.

RapidWeaver - more thoughts

I've just finished my first customised RapidWeaver site, and it was surprisingly easy. Far more easy than I thought it would be. The customer is pretty demanding (my father-in-law) but seemed reasonably happy with the end result. The site needs some developing yet, but you can judge for yourself how good the final result is. I guess that this means that I really need to start on updating the BITS and Power Projection sites now!

Ex Machina - Tri-Stat Cyberpunk

I've just finished reading Ex Machina and very nice it is too. Tri-stat implementation seems good (although I need to do some char-gen and combat to get a feel for the system).

Settings are interesting;

Heaven over Mountain is a biotech closed world orbital beanstalk game. Nicely written but didn't float my boat too much.

Underworld is a dark dystopian future American Empire game that reminds me of a number of B Movie SF films in the late 80s and early 90s. The idea is that the US has large work complexes in occupied territories where civil rights have been removed. Lots of potential. I loved the idea that the corporation which sells neural interface chips also sell surplus cycle time on them for processing exercises.

IOSHI is a very different setting - value is based on skills and talents which are developed by people in a virtual state ('Sparta'). There are dark edges to this which could be interesting, but I couldn't think of an 'in' to run this.

Daedalus is a beauty of a setting. Imagine a world where the government decided to implement a universal ID by implementation of a future development of RFID chips. This is implanted and trackable. Later generations of the chip can administer drugs and further keep people happy. Society is tweaked and increasingly controlled in the ongoing fight against terrorism, and the people in it slowly see it as more and more of a utopia. Emotional responses are moderated to drive society towards someone else's ideal of 2.4 kids and a job for life...

What if one day you woke up in this Utopia to find your chip didn't work anymore and you were an outsider.? Surgery to fix it doesn't work, you loose your citizenship rights, and can only hold a menial job because you have no valid ID that is trusted properly? You become an outsider. What if you find out the truth?

Columbia's Block Games

'Hammer of the Scots' and 'Crusader Rex' arrived on Friday. I've not had a chance to play them yet, but the components are very good quality, the rules clear and the map-boards look superb.

I've only tried a basic set-up and followed the rules through to see how they both work, but I think the games are going to be really good fun, and teach me a lot about the geography of Scotland and the Middle East, albeit 700 to 800 years ago!

Symantec... Why?

I use Macs at home, and have done since 1996 when I got fed up of Windows and all the messing about to keep the system optimised that I used to have to do. It was fun when I was a teenager, but I reached a point where I was fed up and just wanted to focus on using the machine rather than making it work.

Anyway, I'm just about to upgrade our iMac G4 (with a gorgeous 20" screen) from OS X 10.3 Panther to OS X 10.4 Tiger and decided to check that absolutely everything was compatible. As usual, it turned out that most software had patches on line (which would work with the older Panther) with the exception of Symantec's Norton Anti-Virus 9, which needed an upgrade to the new version 10.

Now, I expected this. It'd happened with AV8 when Panther came out, so I went and followed the links to the Symantec site, and selected the upgrade, which would then only give me an option to upgrade to the version I was already on!! After two emails to their support (based in India by the looks of the email) I'd found the correct links. These showed that you could only buy a physical package rather than a download. I was annoyed (I wanted it now!) but ordered it anyway. Three days later I get an email saying it's on backorder. Their *own* software.

It's times like this that I wonder why I bother. So far, in 4 years, there hasn't been a virus on OS X (and I've used all the releases from OS 10.0!) – I mainly have the anti-virus to make sure I don't send on viruses to my PC friends. I know that Norton has a bad reputation now with the Windows world, but it's the most commonly updated and supported version for the Mac. If there was an F-Prot I'd use it as quickly as I could!

So, by my reckoning, there are four reasons to be annoyed with Symantec;

1) Poor website link software for upgrades.
2) Lack of a downloadable version.
3) Poor stock control.
4) Lack of a simple patch to move between versions.

But I guess I'll carry on using them until I can find anything better.

a|state RPG

Ever since it came out, I've been a big fan of the a|state RPG by Contested Ground Studios. It is a unique game, which reminds me very much of (amongst other things) China Mieville's excellent 'Perdido Street Station'. The system is very like the Chaosium BRP engine, but very rules light. I knocked together a quick reference sheet for the combat rules using OmniGraffle, and sent the PDF to Malc at CGS so they can put it on the website. To my surprise they said that they'd like to use it in their forthcoming GM Screen! So I agreed.

Anyway, if you want to see what all the fuss about a|state is, go to their website and download the free PDF file of the 'lite' rules. In reality, it's all you need to try a game out. Fantastic stuff.

Eager Anticipation

A couple of weeks ago, I finally succumbed to temptation that had been building over the last year and ordered some of Columbia Games blockgames. I'm eagerly waiting for Hammer of the Scots and Crusader Rex to arrive from across the Atlantic. After they arrive, there's only the challenge of sorting someone to play them with. I hope they don't languish like the copy of Serennisma that I got last year, another one that I really want to play.