Saturday, December 3, 2011

Vomkrieg: The price ain't right - International comparative ...

My friend Vomkreig makes some very astute observasions about Games Workshop's business model. I'm totally with him.

Vomkrieg: The price ain't right - International comparative ...: I came to a realization today and have made a decision on something, I'm not going back into my local Games Workshop store. Not unless s...

Sunday, November 27, 2011

D&D: The Slaying Stone - Session 2

As the late afternoon light started to fade, the group decided to take advantage of the chaos caused by their attack on the goblin patrol in the forest to sneak into down undetected. Most of the goblin forces were in the north of the town and a column of troops was preparing to head into the forest.

After navigating towards to the south of the city, the group crossed silently into the city and headed towards the remains of the library in search of the slaying stone. Sticking to the shadows and avoid goblin patrols, they happen across a lone kobold near column of troops was preparing to head into the forest.

After navigating towards to the south of the city, the group crossed silently into the city and headed towards the remains of the library in search of the slaying stone. Sticking to the shadows and avoid Goblin patrols, they happen across a lone Kobold near the library collecting junk with his mechanical hounds. Sensing a threat that could not be passed by, they attacked from the shadows quickly. As the party quickly overcame his hounds, the Kobold splashed a toxic oil over some of the party causing a Anhkeg to erupt from beneath the earth and attack. As the giant beetle grabbed Cage with its mandibles, the Kobold hoped to make his escape, but was quickly cut down. With assistance from the others, Cage summoned the full power of the dark demonic forces that torment him and killed the creature.

The party made their escape to an abandoned building to recover from their wounds and to remain hidden. While standing guard Zoltan spied a goblin on patrol being grabbed by an orc and carried away down a dark ally. It seems the Party weren't the only strangers in down.

Carrying on with their plan, they headed towards the library and, with a combination of magical cunning and ruthless steel, gained entry. One of the scrolls provided by Treona suggests that there was some trace of the Slaying Stone here. Further exploration of the library saw the party come across a makeshift alchemist laboratory hiding a group of goblins. The group burst into the room and quickly dispatched the goblin guards thanks to getting the jump of them. The goblin alchemist hardly had enough time to summon a gray ozoo like creature before suffering the same fate as his goblin guards. The ozoo fell quickly after, thanks in part to a well placed beaker from Thangobrind's sling.

Using the scroll to further explore the library, the party made their way to an abandoned wing of the library where they discovered the remains of a wall panel cast aside to reveal a hidden alcove. The panel and the alcove featured large claws marks and large, brassy scales littered the floor. Bookshelves were also pushed aside, consistent with a large beast having moved through the area.

After examining the scales and recalling his study, Gabriel revealed that they most likely belonged to a brass dragon. There creatures make their lairs in warn areas and prefer dry and arid environments, though sometimes make exceptions. They often have a merc the library collecting junk with his mechanical hounds. Sensing a threat that could not be passed by, they attacked from the shadows quickly. As the party quickly overcame his hounds, the Kobold splashed a toxic oil over some of the party causing an Anhkeg to erupt from beneath the earth and attack. As the giant beetle grabbed Cage with its mandibles, the kobold hoped to make his escape, but was quickly cut down. With assistance from the others, Cage summoned the full power of the dark demonic forces that torment him and killed the creature.

The party made their escape to an abandoned building to recover from their wounds and to remain hidden. While standing guard, Zoltan spied a goblin on patrol being grabbed by an orc and carried away down a dark ally. It seems the this group weren't the only strangers in down.

Carrying on with their plan, they headed towards the library and, with a combination of magical cunning and ruthless steel, gained entry. One of the scrolls provided by Treona suggests that there was some trace of the Slaying Stone here. Further exploration of the library saw the party come across a makeshift alchemist laboratory hiding a group of goblins. The group burst into the room and quickly dispatched the goblin guards thanks to getting the jump of them. The goblin alchemist hardly had enough time to summon a gray ozoo like creature before suffering the same fate as his goblin guards. The ozoo fell quickly after, thanks in part to a well placed beaker from Thangobrind's sling.

Using the scroll to further explore the library, the party made their way to an abandoned wing of the library where they discovered the remains of a wall panel cast aside to reveal a hidden alcove. The panel and the alcove featured large claws marks and large, brassy scales littered the floor. Bookshelves were also pushed aside, consistent with a large beast having moved through the area.

After examining the scales and recalling his study, Gabriel revealed that they most likely belonged to a brass dragon. There creatures make their lairs in warn areas and prefer dry and arid environments, though sometimes make exceptions. They often have a mercenary streaks and tend to be talkative, though always thinking about their own self-interest above anything else. He also noted that brass dragons also refuse to converse with anyone who exhibits rudeness or disrespect.

Armed with this new knowledge, the group decided to explore Kiris Dahn further and headed silently through the night to the Houses of Revel, the former city temples. Finding the temples abandoned but desecrated, Gabriel began reconsecrating the temple of Bahamut with help from Genevieve, while Cage, Zoltan, Lexonius and Thangobrind went off in search of the slaying stone and headed into the temple of Sehanine.

However the temple of Sehanine was not abandoned as the adventurers first thought. After their eyes adjusted to the light, they noticed a small figuring trying to hide from them. After reassuring him they meant no harm, he introduced himself as Kiris Hoyt, the rightful heir to the Kiris title whose family had abandoned him when they were fleeing the city. His fine clothes now covered in dirt and filth, he confessed to living alone in the temple keeping out of sight of the goblins. When asked about the dragon, he confirmed that he had seen signs of a brass dragon flying across the city at night and that he had overheard some goblins saying that the dragon had dug lair somewhere in the city.

The conversation then turned to the Slaying Stone. Before Hoyt could finish his story, a cry when up and a raiding party of goblins entered from both the north and south of the temple. Surrounded, the party turned to face their attackers with Zoltan using powerful magic to put a number of goblins to sleep while Cage and Thangobrind lined up ready to strike.

To the surprise of all concerned, Hoyt was struck by a crossbow bolt and began to transform into a fearsome half man, half rat creature who attacked those nearest to him in an uncontrollable rage. While Lexonius ran down the temple to take care of the goblins closing in from the south, Cage and Thangobrind traded blows back and forth with the wererat. Zoltan used his magic to keep the rest of the goblins at way. Gabriel and Genevieve ran to their friend's defence to join the fray and helped tipped the balance in favour of the party. After a brief but violent struggle, the battered body of Kiris Hoyt, human once more, and a dozen goblins lay dead around them.

Wednesday, August 3, 2011

Commonplace fears

Wired magazine have published a copy of Lovecraft's Commonplace Book. A commonplace book is a list of ideas and thoughts, and Lovecraft's provides some great insights into his thinking and writing process.

You can even see clear progression from concept to story, with entry forty two (Fear of mirrors—memory of dream in which scene is altered and climax is hideous surprise at seeing oneself in the water or a mirror. (Identity?) [Outsider?])being clear precursor to Lovecraft’s The Outsider.


From a gaming point of view it is simply an amazing resource full on scenario and scene ideas. I find simply casting my eye down the list the list sparks off story ideas with almost every entry.

Tuesday, August 2, 2011

The Nentir Vale reimaged


A little while ago I was casting around for a system to run a fantasy game and received some great suggestions. I checked a few out, but that itch to run a fantasy game never really got scratched, so I decided to throw caution to the wind and pick up some D&D 4E.


I have mentioned before playing D&D was a bit of geek blind spot for me, so I was a little unsure of what to expect. After getting familiar with the material and thinking about it some more, I came to conclusion that I could do what I wanted to do with the game, that being to run a character driven game with a strong story, that also had the essential flavour of D&D. The secret, I came to realise, would be a strong group of players.


Wednesday, July 27, 2011

Masks of Nyarlathotep: A Player's Perspective

If you pop over my friend Dale's blog, you will see he has written up his account of our recently finished Call of Cthulhu campaign 'Masks of Nyarlathotep' (Pulp Edition). Dale ran a great campaign and I had a heap of fun. The characters were fleshed out and interesting; the story equal parts hilarious and horrific. It is something I will remember fondly for a long time.

Seeing as Dale has provided the GM point of view, I thought I might give some thoughts from a player's perspective. Masks has a reputation as being one of the most popular Cthulhu campaigns, but also for being a bit of a 'meat grinder' in terms of characters. As a result, I was a little cautious going in as I didn't like the idea of blowing through a bunch of characters that were only tenuously connected.

However looking back, Dale's introduction of fate and fortune points was a great idea. It meant - in my case at least - that the tension was maintained through the points slowly building up and quickly dwindling down, while allowing for meaningful character development to occur (I think I burned through six of them in the end). I really enjoyed playing Armand Fazeal's descent from an eccentric orientalist to a mythos fighting, zealous Islamist. The major wound table also helped to add to the tension as it provided another decision about to use a fate point or not.

In terms of chapters, my favourite was Cairo. It combined the right amount of sandbox style choices and plot 'reveal', while having a really detailed and described setting. I think it also helped that there was a lot of investigative action, which was a niche Fazeal helped fill. In contrast I was less enamored by Kenya, mostly due to the linear plotting of the story, but as Dale explained it is important story wise, and really it was still really fun.

All in all it was a huge amount of fun and a big thanks goes out to Dale. It has certainly given me a whole bunch of idea for me to steal and use one day when I run it.

Tuesday, May 24, 2011

What's this? An update?


Yes it's true. No lie. It is indeed an update.

Sadly my grand intention to keep this blog updated regularly hasn't really come to much. True there has been some pretty big events in the past few months (wedding, honeymoon, huge work project) to keep me occupied, but I have also been lucky enough to have some gaming on the side as well.

Call of Cthulhu with Dale continues with the exciting 'Masks of Nyarlathotep: Pulp Edition', in which I play the Oriental occultist Armand Fazeal. It's a really fun game and Dale continues to impress me with his organisational ability to run the game week in - week out.

I have also got an In Nomine game run by my old mate Jarrod starting up in the near future, which will mark the belated kick back into Monday night roleplaying. I'm looking forward to starting back up with this group and have grand plans to run something Cthulhu related with them later in the year.

I have also got some other half formed plans for other games I would like to run, as well as some thoughts on Mansions of Madness, but that will have to wait until next time.

Wednesday, March 9, 2011

Cthulhu Dark

Things have been a bit mad lately with wedding and travel plans, so the old blog has been a little neglected, but I felt compelled to point out Cthulhu Dark, a rules light system that I stumbled across a couple of days ago. 

Written by Graham Walmsley - the author of a number of highly regarded scenarios for Trail of Cthulhu including 'The Dying of St Margret's' and the 'Dance in the Blood' - Cthulhu Dark is a minimal, two page rules system for Cthulhu roleplaying that focuses more on story and character than mechanics. Reading such a stripped down rules set is incredibly fulfilling. It presents a real common sense approach to gaming by providing the freedom to engage deeply and directly with the story without the rule set defining the game itself. I really like what I see.

Graham has also released some additional rules (well, rather rules in progress) that expand on the basic rule set and provide a little more 'depth' to the mechanics.

I have been kicking around the idea for a while of running a Cthulhu game via Skype with some mates from out of town (and country), and I can see this as being the perfect solution to finding an easy and quick system for that medium, though I might fiddle with things here and there. It also could be very useful in a convention setting as well.

I think there is a lot of potential in Cthulhu Dark for some quick and deadly fun, and I look forward to giving it a trial in the near future.

Monday, February 21, 2011

What are you LARPing about?

I have been reflecting on a conversation I had a couple of weeks back after a Cthulhu game about where traditional ‘table top’ RPGs end and live action roleplay (LARPs) begin. My feeling then, as it still is now, is that these two classifications are not as sharply demarcated as they seem, especially as the term semi-LARP is starting to be introduced. What defines a game as being one or the other, and who decides on the criteria?


Although I don’t LARP any more, I did back in my youth. I guess this has coloured my experience today and, as a result, I’ve always embraced a more immersive roleplaying experience when running and playing in table top games. Yes, this does often mean silly accents, action miming and actually talking ‘in character’. I have no problem with LARPers or LARPing, but I am just a little curious about the definitions.

On the surface it all seems pretty clear. A table top RPG is one where the players sit together with character sheets and play a game using dice or some other means to simulate resolution of conflict in a shared, imaginary world. A LARP is similar, but one actually dresses up as one’s character and play out the story with others to accomplish goals, with or without the use of a conflict resolution system. I am still not sure how to define a semi-LARP, but give me a good definition and I’ll give you a cookie.  

I feel that in many ways these definitions are hangovers from the early years of the hobby, when table top RPGing was far less character based and more like a tactical wargaming. I guess the definitions still ring true for beardy, old school D&D players who like to say “Kronad the Barbarian will charge down the darken tunnel and skewer those orcs”.

However, if we start to test the definitions, they start to unravel. What happens if Kronad’s player brings an additional level of physicality to his description by miming the skewering motion? Does that make it more LARP-like? What if (heaven forbid) they dress up to play? What if when playing Call of Cthulhu I mime smoking a cigarette? Does that make it a LARP or semi-LARP? What if I use a funny accent? How much physicality tips a game from being a table top game to a LARP?

Is it a matter of the rule set you use? Are games LARPs or semi-LARPs because of their lighter rules? If so, some of the new indie games have very light systems indeed, so how do they fit in this scheme?

Although these questions may seem pedantic, the point is that how you label and define something matters. I know, for example, that if I advertise a game as a LARP or semi-LARP, I will get a completely different crowd than if I advertise it as a table top RPG. This is important to me as I actually really like having LARPers in my table top games, as they tend to bring a greater level of physicality and immerse themselves more in the game than other players. This is not to say, however, that other players can’t or don’t.

In my mind this issue is also important as there was some discussion of having a separate LARP or semi-LARP scheme for Kapcon in the future, given the greater interest in those style games this year. I personally think this would be a really bad idea and it would further perpetuate a fairly meaningless classification systems and establishing a con-within-a-con, like those wacky Grayhawk guys or Harncon.  We should be encouraging everyone to participate in everything, as there are lessons to be share around. I mean, of course there are some people who only want to do one or the other, but I don’t think the organisation of the con needs to reinforce that.

So cast away such classifications, such divisions, such categories. It’s all roleplaying, so why not treat it at such?

As always, I am interested in your comment. Do you disagree with my definitions or characterisations? Should we encourage greater or lesser demarcation? 

Thursday, February 10, 2011

Help me choose a system!

I mentioned a couple of days ago that I was thinking about starting up a fantasy RPG to add to my regular Cthulhu games, probably on a monthly basis. To be honest, fantasy has never been by favoured setting, unlike a lot of other people who had it as their ‘gateway’ setting. I got into roleplaying in the mid 1990s when fantasy roleplaying was arguable at its nadir, so grew up on a steady diet of science fiction (Cyberpunk 2020, Star Wars) and White Wolf, only coming to fantasy RPGs later where I approached them more cynically.

However, I am now feeling the urge to kick off a game and explore the clichés and tropes of the genre. Of course this bumps up against the problem of what system to use. This is where you guys come in, as I am hoping you can give me a steer on the best option to invest in amongst the many that are out there.

I had narrowed the field down a little so far. I am not a 'rules guy' at all, so don’t want to have to spend my consulting encumbrance tables or anything. I want something which is well supported with supplements, that actually has some roleplaying involved, and that has a richly detailed setting. I really see this as a pretty casual game where some mates get together, have some fun and chew some scenery.

The following readily spring to mind:

D&D - As I have said before, D&D and I have had a checked past, but it's the classic of the fantasy RPGs, so deserves consideration. But which version? I have discounted 3.5 as I don't want to read fifteen million books to figure out how to play the damn thing. Fourth edition or 'Essentials' could be a possibility, as I like the simplicity and flexibility, and the maps and counter thing seems interesting, but I can't get my head around what Wizards' are planning with the line.

D&D clone - Maybe a 1st edition D&D clone would fit the bill? Though I know very little, such a stripped down game could have potential, though I have my doubts about the amount of actual roleplaying that would be done.

Pathfinder - A well regarded products with lots of support, but it looks complex and unwieldy in a similar vein to D&D 3.5. Doesn't seems like my cup of tea unfortunately.

Warhammer Fantasy Roleplay - Certainly fits the bill in terms of a rich background and a well supported line. Being an ex-wargamer (albeit a terrible one) I know and like the 'gritty' setting, but again there is the problem of which version. Second edition seems the more well regarded and well supported, and I did pick up a copy of the rules over Christmas cheap, but since it's out of print, acquiring products may be expensive and difficult. Third edition seems to be quite a radical departure and seems to polarise people, so I have my concerns. But I like the aesthetics of the game and the supplements seem pretty cool.

A Song of Ice and Fire RPG - I am a fan of the books and I have had good reports from those who have played it, though the limited support in terms of scenario suggests more back end work will be required than I'm angling for. There are also no dwarfs (except Tyrion of course).

Anyone got some thoughts on the relative pros and cons of the above systems and settings, or which one would best suit my needs? I am open to any and all suggestions. Also shout out if there is any amazing system I have missed, as I'm sure there must be. In return you'll get my everlasting gratitude and probably a beer in a pub sometime.

Monday, February 7, 2011

2011 in preview


Following on from my 2010 retrospective, I thought it would be good to briefly mention my roleplaying plans for 2011.

I am looking forward to my weekly Monday night game kicking off again. We still have more of Dan's Exalted Dragon Blooded game to run, which ended on a suitably dramatic cliffhanger, so I'm keen to see how things end up. I'm also amped to run some more Cthulhu for this group in the coming year. I'm not sure what form it will take yet, but it might be a follow up to last year's 'Empire State Secrets'. Thought I did read 'Tatters of the King' over the break and am very keen to run that as well, so I'll see how the group feels.

Dale's fortnightly 'Kingsport Tales' looks set to continue, with the odd game by Liam and hopefully myself thrown in as well. It seems like we'll be continuing our zany misadventures in Kingsport and possibly building up to 'Beyond the Mountains of Madness' later in the year. Dale has gone some university writing to do this year, so I'm keen to help out when needed running a game here and there to share the work load.

I've also got the hankering for another regular game - perhaps fortnightly for a slightly longer session on a Sunday afternoon or something. With some much Cthulhu on, I've kind of got the hankering for a fantasy game. What game and system, however, is a very complex question, which I'll have more to say on in the future.

I'm also hoping to do something with my Kapcon Cold City scenario this year, probably in the form of publication. It still needs some tidying up from from Kapcon and a little more tweaking, but it's not far off. I have given some half thought to entering it in next year's Scenario Design Contest, but I'll have to see how things pans out. I've also got another project that came to me just a couple of days ago. I don't want to say too much yet in case I jinx it, but if it forms up, I'll be sure to write about it here.

I also definitely want to run something for Fright Night this year as well and, if time allows, see if Marcus needs a hand organsing/running things. It would be very interesting to see how a con runs from the other side. And of course there is Kapcon 2012 to think about...

Finally I want to try and keep this blog updated more regularly. There will undoubtedly be gaps and breaks, but if I can get on a roll it will get easier.

Bring on gaming in 2011!

Tuesday, February 1, 2011

2010 in review

Since I have been attending Kapcon over the last couple of years, in many ways it has started to feel like the end of my ‘roleplaying year’. As the buzz starts to wear off, I thought I would take a moment to reflect on my gaming in 2010, as I got to busy to do it earlier, and look at what 2011 had in store.

2010 was a good year for me gaming wise. I have managed to get some regular games in and achieved most of my goals.

My fortnightly Thursday game mutated, had some wobbles, and has turned into a weekly Monday game. This game has been a lot of fun for me and had provided a good chance to start gaming again with some of my old Hamilton buddies. Having Alex join the group has added another dimension to our games and, although I suspect the line up may change again, I am looking forward to many new stories next year.

We use a rotating GM system for this game, so I was pleased that I was able to run regular Trail of Cthulhu campaign (Empire State Secrets) for a chunk of it. This was something I wanted to achieve in 2010 and I am happy that it was received so well.

I have also been lucky enough to play in a regular fortnightly Call of Cthulhu game run by Dale. This has been a great opportunity to play some classic Call of Cthulhu adventures, develop a character of a year and get to know a really good bunch of guys. It has also branched off into games for the same group ran by Liam, and this year I am keen to get a few games under my belt with them as well.

In addition to running and planning my Trail of Cthulhu campaign, I also wrote and ran a scenario for Cold City at Kapcon, the origins of which I have been sitting on for a while. I am glad I was able to take the concept from my mind, craft it and turn it into something useable that told a story.

So overall it has been good to be able to set goals and achieve them, and also to have the support of regular games.

Next up, what 2011 has in store...

Sunday, January 30, 2011

Kapcon 2011 (Part Two)

Day two of Kapcon rolled around and I was again up early. With my supplies restocked and a headache taken care of, it was back down to Wellington High and pretty much straight into session four.

This meant 'Big Trouble in Little Freesboro' for Gamma World run by Luke, which I thought would be something light and zany to ease back into the day. Turns out I wasn't wrong. It was my first experience with the D&D4E/Gamma World system and Luke made it painless, even if the early morning start for my brain meant I was a little slow off the bat with the mechanics. Character creation itself was a sort of mini-game, and I ended up with a speedster/electrokinetic called 'Sparky', who also rode a motor cycle and owned a canoe. As you do! There was a nice mix of combat and roleplaying, and I glad we didn't push on to a third big combat. As a result, I would be keen to play some more in the future.

We finished pretty much right on time so, after some lunch and an involved chat about gaming with Igor, it was on to session five where I re-ran 'The Lesser Evil or the Greater Good'. Again the game went well and the players performed admirably. Everyone was starting to fade a little energy wise, but this meant the game had more of a subtle, 'noir' feel to it, with repeated spying and backstabbing going on amongst the team. The ending was also a thing of cinematic beauty.

After the break it was time for prize giving and a general giving of the thanks before session six. I opted for Liam's 'The Matter Involving the Moon' for Cathulhu (Call of Cthulhu for cats), as I had played in the preceding scenario to this one last year and was interested to see what happened in the squeal. I ended up playing Mr Wobbles, the overweight and narcoleptic, but extremely cute and wise housecat. 

Since everyone was feeling a little tired and we had some first timers who were looking a little confused about the whole 'roleplaying a cat' thing, I channelled the spirt of Winston Churchill and started chewing the scenery a little to get things going. Thankfully this put everyone in the right frame of mind and we were soon off on our zany cat adventures, which led us to many strange a exotic places. Liam ran a good game keeping the momentum of the story going, but also allow us enough roleplaying opportunities to channel our inner felines.

The evening saw Liam, myself and a couple of the Auckland guys head to Norm's after party which turned out to be a whole lot of fun. A late finish saw me fall into bed exhausted but happy for another year.

Thanks to everyone who contributed to Kapcon whether through playing, GMing or organsing. I had a great time, achieved what I set out to do and got to meet some awesome people.

Tuesday, January 25, 2011

Kapcon 2011 (Part One)

Well the high energy madness that is Kapcon is over for another year and, as usual, I had a great time. Not only was it an immensely satisfying weekend of roleplaying, it was also a great chance to talk games with people and generally bath in the reflected geek glory of New Zealand RPG scene.


Things kicked off on Friday night with the pre-con drinks at JJ Murphy’s on Cuba Street. The venue was well selected and it provided a chance for people to catch up with friends before the Con started. I joined in an interesting discussion involving Marcus, Dale and others about the nature of horror roleplaying before heading home to finish cutting out handouts and packing my kit for the morning.

I was up bright and early the next day and heading down to Wellington High School slightly optimistically in shorts and jandals. Round one saw me play in Idiot's Going down to Dunwich scenario for the Laundry Files RPG; a sort of Dilbert meets Lovecraft with a sprinkling of the IT crowd in the mix. Idiot ran a solid game with well constructed characters which proved a great introduction to the world of the Laundry Files. I've always found round one to be a bit of a hard slot for GMs as players are still warming up to the con, so Idiot did a great job of keeping the plot flowing and leading it on to satisfying conclusion.

Since we finished a little over time in round one, the break before round two saw me gobble up my lunch and set up for my first running of The Lesser Evil or the Greater Good, my Cold City scenario. I was a little unsure how it will all sit together after the playtest changes, but I shouldn't have worried as the players really came to the party and produced a great game. Special thanks need to go to one of the Auckland guys - Malcolm I think - for his great portrayal of Captain Bloom, which was possibly the toughest role. However everyone involved totally gave their all and the game really popped, leaving me a relieved GM.

Round three saw me back up Cold City with running The Herald of the Yellow Sign for Call of Cthulhu. Now this one I was worried about as I had offered to run it a couple of weeks before the con and only had time to read through it twice briefly before running it. My energy levels were also a little low. However I needn't have worried as the enthusiasm and willingness of the players to follow the story really lifted and re-energised me. It was especially nice to have a bunch of the Auckland LARPers in the group as they brought an additional level of characerisation and physicality that helped everyone get into character with ease. Special mention must also be made of the zombies groans coming from Siege Mentality II on the same floor as it provided a nice creepy backdrop to the story of dread Carcosa come to medieval Britain.

As most people started preparing for the LARP, I headed off into town with Dave, an old Hamilton buddy, and some of his friends for a well deserved curry and a couple of beers. It was great fun catching up with him and chatting to Liz and Russell, though after a full belly we were all feeling the need for a rest, so I headed home to bed with thoughts of what day two of Kapcon held in store.

Thursday, January 20, 2011

Long time, no post


Well is has been a long drink between posts, that's for sure. That has been mainly due to the inevitable Christmas and holiday shenanigans, but also because things have been a little quiet of the gaming front, with only the odd game here and there to keep me occupied.


However I haven't been totally inactive. I have been busy beavering away on my Cold City scenario for Kapcon, which is only in a few days time. I was hoping to keep a more detailed account/analysis of its progress, but once I overcame my block in completing it, it was all go.

I am very happy with how the story turned out. The feedback from my playtest was good and provided some useful advice on tweaks, but the real test will come on the weekend. Since I'm relatively new to the system (which I'm not very good at), so that gives me a little cause for concern, but it is a pretty forgiving system so should work out.

I am slightly bummed that after months and months of having the session full that someone has pulled out in the 11th hour, meaning I might have to run with only three players or with a walk up. Neither of these are big deals, but I guess I want to walk in with the status of having a full game. It's a bit of an ego thing.

Also, because the organisers were short, I offered to run a Call of Cthulhu scenario in the third session last week. I have only read it once before and haven't playtested it, so I'm running it a little raw, but it should come together OK.

All in all I'm really excited about Kapcon. I need to go now and keep working on my preparation, but I'll have plenty to say after the weekend.