“Fish have nipples right?”

In the annals of military history, there are legendary units units, tales of whose heroism are told for centuries, even thousands of years after they are gone. The Sacred Band of Thebes, the Varangian Guard, the 101st Airborne, Hogan’s Heroes. Now to add to that noble list of names, *drum roll*  Team Fish Nipples! Yep, that should set the tone for the session, which set a new record for pissing about, distractions and general tomfoolery. Doesn’t mean it wasn’t fun, but there was a lot of me holding my head in hands either in shame or trying not to laugh. Moving on…

First off,  to recap from last session, they were being briefed about their next mission: the extraction of Raith Herajan, an Imperial supply officer. He’d been acting as an informant, but was concerned that Imperial Intelligence were closing in. I was at first unsure as to whether the discussion if he qualified as a double or triple agent was in character, but was told in no uncertain terms that it was. After all, this bunch have a reputation in the Alliance and it sure ain’t for staying on topic. The the rest of the briefing covered such important information as whether the extraction should be subtle or high profile, any contacts on planet that could help them and whether the Mon Cal has nipples. One of my players Googled “Mon Calamari Nipples?’  It’s moments like those that I both love and hate my players.

New identities were issued to them, and I made the mistake of not having made up names for them, which led to my players choosing font based names – Bridget Helvetica is the only one I can remember. (Mercifully no-one chose a name based around Wing Dings.) That was a far more sensible idea than the earlier option of swapping people’s names around – Twee would be Terpfen etc. While the actual Terpfen was keen for that,  he was the only one. They returned to their ship, which had not been messed with by any of the bases other inhabitants (This time…) and took off. There was a clothing change montage on-board ship, as Elshaandru Picu is a high status planet, which lead to Terpfen finally putting on a shirt (The conversation about fish nipples began again), Savani dressing sexy in place of tatty spacer’s clothes (She was rocking that 11 Charisma) and Twee putting on a hat. A very fine hat.

They passed through customs without any trouble, and proceeded to make their way to the 27th Hour club (it being one of those annoying joke names, given the planet has a 26 hour day) to make contact. It’s part of a massive entertainment complex for those with too much money and nowhere to spend it, which had my PC’s interested as they’d been given 5 grand each from the Bacta sales they made (The rest either having gone to High Command’s budget or recovered by the Empire)

After some issues with the code phrase (Twee asked the wrong bartender), they were told to wait, and after a half hour of food and drink  (The 27th Hour has a policy of ‘If yuou stump our bartenders, you drink free’) a neatly dressed Twi’lek man escorted them upstairs to a well appointed waiting room, complete with up to date magazines! Soon after entered Kina Margath, owner of the complex and Rebel agent. Some conversation followed about the mission and target and a plan was formulated, all the while it became increasingly clear that while the PC’s hadn’t heard of Margath, Margath had heard of them – word spreads quickly in Rebel intelligence.

They decided to find Raith at the gaming tables (A lot quicker than I’d expected), so while Twee was Mind Tricking other gamblers at the table to get them to leave, Vallo draped herself over him and whistled the recognition song, which made him both pleased and incredibly nervous. He proceeded to excuse himself, moving quickly once Vallo dropped hints about going up to his room. The Stormtroopers at the door looked at them very strangely, one of them seeming to comment “I thought he preferred fish.” I’m not proud.

Meanwhile Terpfen and Sivani went to rent an air-speeder, taking out the full insurance package on the vehicle, while Twee and Charlie (Who’s both R2 unit and booster seat). went to wait outside. Vallo established her credentials with the target, and prepared to make their exit, jimmying a window, signalling their ride. and taking precautions. By that of course I mean crafting a grenade from the room’s hi-fi (Thanks to the Bomb-Thrower talent) and bracing it against the door.

We ended with Team Escape making their way into the speeder, as the Stormtroopers started hammering at the door, with about to explode! Yes, I do love ending sessions on cliffhangers. I haven’t watched all that Doctor Who for nothing… The real surprise was they made it through most of the plot I’d written – I hadn’t expect them to make contact quite so soon. Still, we should have an explosive start to next session!

Advertisements

Zedtown: A Divided City

Neighbours. Arriving home late last night after a long (Of which I’ll speak more of later) I was confronted by an old nemesis: doof. Up the street were having a party, jumping by the number of cheap and tacky costumes people going to their cars were wearing and the number of empties on my front lawn today and there was doof playing. Or possibly untz. I’m not up with that scene – my preferred form of music is live. Hundreds of years of beautiful music, of the likes of Mozart, Mendelssohn or Motorhead, and people listen to doof. *sigh* Anyhow, it was bloody loud and I was cranky.

Also, I’d had a couple who’d been enthusiastically making out against a car glare angrily at me as I walked past. Don’t know why, but in the brief moment I saw them he did have his hand so far up her skirt he could have brushed her armpits.

Therefor, were I to have access to the following:
A: A time machine.
B: A directional speaker that could focus the sound on one house, or a giant Cone of Silence,
I would have dropped back to around 4AM and put Lou Reed’s ‘Metal Machine Music’ on loop.

Anyhow, enough about petty incidents with neighbours, yesterday was Zedtown, with several hundred people descending on UNSW for a giant game of zombie themed tag. As I was explaining to several onlookers, I grow old, but I refuse to grow up. 🙂 Starting at 9am for setup, with the game set to start at 1, it was a bloody long day, but stupid amounts of fun. Seeing the initial rush of players, all cocky and sure of themselves, and seeing that illusion punctured at the first scream of The Witch, this game dressed as Elsa. Fear is a wonderful thing.

20170527_141356
It was a Cold War themed event, with Red and Blue indulging in all manner of atrocious accents and wacky shenanigans. We were pretty zombie light for a lot of the game, but as far as I know no-one made it to the Evac point at end of game. It’s not uncommon for very few survivors – there was one guy who evacced out of the Mac Uni game, and that was by hiding under the corpses of other players at the final stand (One of which was me).

20170527_141741
It was a playtest for future events, as we had all manner of shiny new toys, such as spawners, upgrade cards and the payload (AKA an iron lung). It wasn’t without issues, mostly owing to the dance festival taking place, the preparations.rehearsals for which took up most of the central clearing near one of the bases, which meant I spent a lot of the game shouting at people not to shoot at/near civilians or for them to move away from the traffic. Yes, you can move through the square calmly, but please don’t race through screaming at the top of your lungs. If anyone has footage of when the Witch first went through there, accompanied by ‘Let It Go’, I’d love to see it – apparently the dancers lost their minds. Also, the parents and grand parents seemed enthralled and really keen about what we were doing – enthusiams wonderful.

20170527_131612
Absurd amounts of fun and I can’t wait for the next one – Melbournes June 24th and the next Sydney game is July 8th, with tickets on sale now! Hopefully I’ll get the chance to play again…

So, I did a thing recently.

So, about a week and a half ago, I ran a LARP event. It went well. I’m very pleased by this.
Sorry, not sure why I’m talking like that. It’s one of those ‘Did I actually do that?’ kind of things. I’d been wanting to do this for about a decade, and to both have it happen and to have people keen for more, well, it’s a hell of a feeling.

There were more than a few nerves on my part and some teething issues (Mostly due to me not reminding people about Fear effects), but it was genuinely heartwarming to see how quickly people got into the spirit of the thing, both in attitudes (Over the top and scenery chewing) and combat (Giant swings that would get you laughed out of any HEMA conference). I’m fine having to explain the details of the setting to people, that I was expecting. But to see players and crew get the atmosphere I was hoping for, well, it made me immensely happy. I was nervous as hell pre-game, but they managed it beautifully.

18268266_10154628264241461_8295304811262111265_n
Our… heroes. Scoundrels, vagabonds and mercenaries all!

To recap: a group of mercenaries had been hired to recover a lost pay shipment, one that was vitally critical to the Aquilonian settlements along the Pictish Wilderness. There was savage battle, the theft of a dead mans boots (And teeth), glorious overacting and combat worthy of an 80’s sword and sorcery flick. There were moments I’d swear I could hear Manowar playing, and that was just what I wanted.

They seemed to do OK during the first skirmish (From what I heard – I was getting ready to play a captured NPC further down the trail), but the fight near the bridge nearly took them down. It took some very fancy footwork and a skin of wine from Josefina (Wine being part of the healing mechanic) to keep them standing, or stumbling and in the fight. Well, that and a rare moment of mercy from the NPC crew – we needed them alive for the final battle. Slowly making their way through the woods, tense and nervous at the sounds of chanting and drumming, they came across a Shaman in the middle of a ceremony, and battle was joined. The ceremony was interrupted, which meant the giant serpent that slithered up from hell wasn’t exactly under the shaman’s control, which meant the Pictish War Chief soon turned tail and ran. Honestly, good help is hard to find these days.

18221654_10154628264411461_2280376696930560315_n
Our Pictish Shaman, shortly before she was stabbed.

So, what’s next? We’re planning another one for July 15th, with details of the adventures we’re running to be confirmed soon. Join us, and welcome to the days of high adventure!

So, where were we?

So, it’s been a while since I updated on my Star Wars game. Well, strap in readers, cause it’s about to happen! Apologies to my players for any errors, as my note taking wasn’t as good that session.

Our heroes:
Twee Lek – Jawa, aspiring Force user, accompanied by his R2 unit Charlie, who speaks a mix of Binary and Doge.
Terpfen – Mon Calamari, Commando. Has more weapons than shirts.
Varlo Delste – Human, Saboteur by trade, Alderaanian by birth.
Savani Brewynn – Human, Ace Pilot and Occasional Voice of Reason.

When last we left our heroes, they’d hijacked an Imperial Bacta freighter, murdering most of the crew and running. A few calls to some local hospitals and they were in the Bacta selling trade! Terpfen and Varlo went to meet their last buyer, while Twee and Savani went looking for ‘Wizard Crystals’, which didn’t go well. Still, it went better than the meeting, which backfired somewhat when their last contact brought some friends along: a dozen Stormtroopers. Blaster fire was exchanged, as were grenades. Luckily Twee could sense his friends were in danger, arriving as Terpfen was badly wounded and Varlo unconcious. Twee continued to use his parlour trick of twisting troopers helmets around to surprising effect. Just how do they see in those helmets anyhow?

Their intervention was well timed, as Terpfen was almost killed as well. With the last of the troopers dead and the contact fled, it was decided to run as well, with the party taking shelter in the abandoned Rey’s Occult Books, hoping to find some way out of the mess. We returned, and with the party slighty better healed, they prepared. Terpfen did some tactical thinking, and concluded that making their way to the starport through the sewers (Which had a back entrance in the store was the more sensible option. Sure, there did turn out to be a Dianoga (As if I’m going to miss a chance for that!), but between the Stormtroopers they threw to it and my dice rolling, it wasn’t too much trouble.

Outside the spaceport, it was decided the Jawa would sneak in to the control room and unlock their ship (Doing the John McClane again) while the rest would sneak around to the ship itself. Some technical jiggery pokery (And another gun fight) ensued before the players made their escape, arriving back at base with a mostly undamaged super freighter of Bacta and the faint praise of their Commander. We ended with a brief hint at their next mission – an Imperial official who needs to be kidnapped! Based on the 30 second next time preview,  beautiful woman and some sort of high stakes card game may also involved. One of my players had earlier said he’d keen for a heist adventure, so I moved the idea forward a bit. I’m a kind and generous GM like that. 🙂

It’ll be another 3 weeks till we next play, owing to my wife and I’s 7th anniversary holiday and the Scion game we play in being back on. After the chaos of my fuck up with the Bacta/fuel ship, I’m feeling a lot better about the campaign. I think I know where I’m going, I have some important NPC’s to introduce soon and my players seems to be enjoying themselves more. It’s a good feeling.

You know where you are? You’re in the dungeon baby!

Se, between writing for An Age Undreamed Of (The working title for the Conan game), work, my Star Wars game (Which I’ve been taking notes for and will update you on) and a few vists from the Black Dog, I’ve been a bit pre-occupied. Naturally, when I’m trying to write something, brain will try to write something else.So, having seen the card game Welcome to the Dungeon a few weeks ago, brain immediately thought of the Guns and Rose’s song followed by “That’s a good idea for a con one-shot.” Over the next few hours it evolved into a game show esque concept and I mentally filed the idea away. Bad move. It stuck. So, in order to get it out of my system, here’s a rough edit of the opening credits of Welcome to the Dungeon!

[OPENING ECHO PEDAL GUITAR BIT OF SONG] Camera swoops down through a huge mountain range, taking us to the entrance to DUNGEON STADIUM, a massive pair of bronze and iron doors in the side of the mountain. They open and the camera enters, revealing the stadium, a massive complex filled with traps and monsters flanked by rows of audience members cheering wildly and waving giant foam weapons excitedly.

[VOCALS KICK IN]
Welcome to the dungeon, we got the fun and games
We got everything you want, honey we know the names.
[SHOTS OF OUR HOSTS]
We are the people who can find, whatever you may need
[LOVING SHOTS OF ADVENTURERS GEAR – COILS OF ROPE, GLEAMING WEAPONS, HEALING POTIONS ETC]

If you got the money honey, we got your disease
[SHOTS OF ADVENTURERS BEING TURNED TO STONE, CONVULSING ETC. REAL JOHN HURT MOMENT TYPE STUFF]
Welcome to the dungeon, we take it day by day,
If you want it you’re gonna bleed, but that’s the price you pay.
[SHOTS OF COMBAT – BLOOD SPURTING, LIMBS SEVERING, THAT SORT OF THING]
Cause when you’re high you never, ever want to come down, suck down, suck down…
[ADVENTURERS FALLING FROM LEDGES, BEING GRABBED BY MONSTERS, FALLING INTO PIT TRAPS ETC]
[GUITAR SOLO]
[SHOTS OF SWIRLING AND MESSY MELEE COMBATS]
You know where you are? You’re in the dungeon baby, you’re gonna die!
[PAN AROUND SHOT OF BAND OF ADVENTURERS, ADVANCING MONSTERS ON ALL SIDES]
[AS SONG STARTS TO COME TO AN END, CAMERA MOVES BACK THROUGH DUNGEON STADIUM, GETTING FASTER AND FASTER, WITH THE FINAL SHOT OF THE DOORS SLAMMING CLOSED ON “It’s gonna bring you down huh!”

NPC’s:
OUR HOSTS: Let’s call them BOB and DAVE for the moment.
The IN DUNGEON CORRESPONDENT, a Valkyrie who’se constantly unhappy about the skimpy and impractical armour she’s forced to wear for the show.
THE SAGE: Who tells the audience what’s in the room the Adventurers are about to enter and the week’s themed Dungeon Rooms.
THE THIEF: Pops up from time to time to try to steal from the party and exchange terrible dad jokes wih OUR HOSTS.

So, the game itself. It’s currently a rather lethal game show, sort of The Running Man crossed with The Crystal Maze. I should also watch some Takeshi’s Castle and It’s a Knockout while I’m at it I guess. Sure, there’s the needing two GM’s (And I know two people who’d be magnificent at it) and I still can’t decide what GM’s would have to wear between the horrible neon suits you can find at Lowes or wizards robes made of fabric that’s cheaper than dirt.

Lastly, what system do I run it with? Or, for that matter, do I run it as a freeform, or even a LARP? *ponders* I should sleep now. G’night all!

*cue opening theme*

It is a time of hope in the galaxy. The Rebel Alliance has struck a mighty blow with the destruction of the Empires dread new weapon, the DEATH STAR, but even as the Rebels celebrate, the Empire is far from defeated. The spark of rebellion that was close to being extinguished now blazes brightly across the galaxy. In the remote Lesaan system, a brave band of Rebels seek to strike a blow to help end the Empire’s tyranny…

There was an animated discussion over how many fingers Mon Calamari have and how that impacts upon their ability to flip the bird. I should be expecting this sort of thing more from my players and yet…*

So, the game itself? Well, there’s the Mon Cal commando (Who unfortunately didn’t have time to watch the film leading up to the first session), the Jawa Force-User (Who might have read the journal that Obi-Wan left for Luke, but he made sure to put it back), and a pair of human saboteurs (Apologies for the lack of details, but they took their character sheets home with them), all hoping to blow stuff up in the name of the Rebel Alliance.

It started with them looking at an Imperial installation they’d been ordered to investigate, as Intel had word that something was being cooked up there. Blowing it up was the ifrst idea, with dropping a starship on it from orbit an early idea. (That was suggested in one of the player’s other games, though in that game the idea was to drop a capital ship on the base) This got switched to smashing a truck through the wall and hoping that blows up the fuel depot (I’m happy they chose that option, as the widespread ecological devastation that would have resulted was a little dark for the first session), a slightly more sensible plan (Especially as the Mon Cal was somewhat horrified by the idea of going in through the sewers). Team Alien went to steal a truck, while Team Human went to mug some Army Troopers for their uniforms. Both plans went relatively well (Even with the pickup line being incredibly close to “Hey, do you want to go to that alley so you can see my boobs and I can stab you?”), thankfully followed by a pair of stun bolts and a quick cut to party members changing clothes bit. The law was alerted to the theft, but I’ll admit to dropping the ball on that GM wise.

Hotwiring the truck had a bit of a delay, with the Jawa accidentally plugging his R2 unit into the wrong socket (NOTE: That was not a euphemism).  Team Alien then ran for the other side of the Imperial base while Team Human waited (With the fire extinguisher from the truck) for the explosion and planned to ingratiate themselves with the fire-fighting effort. The truck hit the fence, smashed partway through and went kaboom. Team Human raced to join the fire-fighting efforts, while Team Alien tried to sneak inside in the confusion. Some failed sneak rolls and an attempt at telekinesis later, Team Alien were busy getting shot at**. Meanwhile, Team Human had made their way inside and found themselves in R&D, which turned out to be a bio-weapons facility.

After changing into hazmat suits, they proceeded under cover of a surprise inspection, asking for a tour of the lab which the lead scientist was happy to give. He explained that they were developing a substance (Hey, I couldn’t resist trying to add a little enigma to it) that targeted non-humans,  though they hadn’t worked out all the issues yet, namely being that some humans were still affected. Team Human left, informing Team Alien of their discovery, with the party being happy they didn’t just drop a ship on it from orbit. Anyhow, they’re on route to try to bail out Team Alien and hopefully destroy the facility without releasing the substance. They might even rescue the test subjects in the lab while they’re at it! We shall see…

Things I need to do for next session:
Relearn the system, especially the different between the Persuasion and Con skills.Also, possibly fold some skills together.
Have more people shoot at the PC’s. There was an express lack of gunfire and for that I blame only myself.
Not worry so much. I don’t need as much opening flavour text, or detail, and while I thought I wouldn’t have enough plot, I’ve still got a fair bit left. It’ll need expanding for next session, but it’s good to know I’ve got a start.
Also, if I’m going to write an opening monologue (Like the intros to Clone Wars, not the text crawl from the films), then I should remember to deliver the bloody thing.

Lastly, damn it feels good to be running this game again. It’s been a long time, a long time…

*It was decided by the GM they have 5 fingers and can flip the bird.
** There was some fucking awful dice rolling that session. The surprise was it wasn’t just mine!

Changes…

So, Team (Almost All) Dual Wield  won a convincing (albeit slightly strange, even by their standards) victory over the forces of evil (Continuing to mightily sass the Watch as always) and now both laden down with cash and having (sadly inaccurate) street theatre made about their exploits are trying to decide what next. Sadly, that’ll have to wait – owing to a combination of one player’s looming unavailability, the fact we’re at a nice climactic point and my knack for crises of confidence, I’m putting that game on hold for the time being and switching to another. After some consultation with the group, we’re going old school. How old? A long time ago, in a galaxy far, far away…

star_wars_rpg_2nd_ed_expanded

That’s right, way back to the late 90’s with West End Games Star Wars RPG, aka ‘Bring a bucket of D6’s.” I spent a lot of time playing it as a kid, and it still gives me that warm glow of nostalgia. First thoughts are how retro the book looks (That now ancient 2 column format combined with the cheesily photoshopped advertisements), but that’s kinda charming these days. The system has it’s quirks and things that are of their time (I have vauge memories of trying to use the Force at higher levels and rolling huge numbers of dice), but I’ve still got a lot of love for it. It was the first RPG I purchased after all, with an almost complete set of books for it sitting on the shelf and those few I don’t have are at the D6 Holocron. I was contemplating messing with the skills slightly (Merging the combat and parry skills mostly), but I think I’ll leave alone for the time being and see how it goes in play.

I’m really looking forward to the game, having gotten the itch to play Star Wars again after Rogue One. Different reaction to Force Awakens, which left me both grieving and with a whole load of questions to be answered (What happened post Jedi? Whats the current political situation? Who are the Knights of Ren?) while Rogue One made me want to pick up the dice (And blow stuff up). Therefore, the campaign is based around Rebel Alliance Special Operations, or as one of my players put it, the A-Team in space. I’m starting to write up details and plan ahead, but really I’m just hoping I can avoid the mistakes that plauged the last game. Mind you, I’d settle for not being in a blind panic writing adventures at the last minute. Granted, some of my best work has resulted from that, but it’s an approach I try not to take too regularly.

So, another game on the way. A band of Rebel misfits, out to steal from, cause chaos for and bring down the Empire, preferably with a lot of explosions. By the Force I’m looking forward to this, even if one player’s character is a Force sensitive Jawa who’s learning from having read the journal Obi-Wan Kenobi left for Luke Skywalker (He didn’t steal it, just read it) and another’s is Arnold Schwazenegger’s character in Commando, but Mon Calamari. My players…

“Let the following commence!”

My players see it as a badge of honour when I stop the game to write down something they’ve said. I am pleased with this.

Monday night saw the return of Team (Almost All) Dual Wield! Sadly it also saw me spend a lot of the game trying not to cough up a lung (Something I’m still doing), so this recap will likely be shorter than normal. If I’ve missed anything, I apologise to my players and ask them to please help me fill in the gaps.

Having just had a group of young nobles pointed out to them by the barman, a conversation was struck up, and it seems as if the Black Star thieves was a small scale smuggling network for a group of rich patrons*. They may have known the missing noble who might have started this, Denius, who seemed changed when they last saw him. They swiftly vanished, which led to the Rogue getting the Wizard and Ranger (now called Team Drunk) to watch the bar and look for anything strange (Having given them some coin), and the Fighter (Now called Team Door) to watch both the door (Which went nowhere but side to side) and Team Drunk  to make sure they (AKA the wizard) didn’t burn the place down. The Rogue  put in a call to find the Paladin’s sister (AKA his secret identity) and Team Sneak were on their way! While they were tracking the nobles (Who’d attempted  to disguise themselves under cloaks), the Wizard and Ranger got roaringly drunk on booze and cheese (Actual cheese, not booze cheese. Though that’s an idea now that I think of it…) Both their players may have been on sugar highs thanks to the pineapple concoctions they were drinking which may have affected things, but I’m sure something strange would have happened regardless.

A drunken request at the bar for some Justice was put in, and shortly after a familiar member of the Watch, Sergeant Gounar, appeared. A by now very drunken wizard (He’s a Gnome and beer comes in pints) may have accidentally started to cast something, only for the Sergeant to pick him up and aim him out of the window at which point Team Sneak felt something of a disturbance in the Force. Team Drunk were gently escorted to the local drunk tank with a surprising minimum of fuss. Handcuffs were broken, though the cell bars weren’t and cheese was thrown at other inhabitants. Mercifully everyone was in seperate cells at that stage. The Fighter collected a claim ticket for them, and will hopefully return in the morning to collect them, giving the Ranger time to throw more cheese in the by now sleeping Wizard’s mouth. Also, the Ranger might have cast the spell to find her Animal Companion. (Actually, that might have happened in the bar, but things are blurry.)

Returning to Team Sneak, they followed the nobles to a warehouse in the Sea Ward of the city, and having failed to fully observe the secret knock, Batman’d it up the side of the building** and observed through a convenient skylight. An argument ensued between the nobles, with some concerned about what they’d gotten into. They were proved right when the one with the most bass in his voice (AKA the leader) proceeded to stab the lead doubter in the throat. At that, confusion reigned, and a discussion about intervening between the Rogue and Paladin led to them being spotted and dramatically bursting through skylights*** into battle! Things went better for the  Rogue, at least at first, with some Flynning from the Paladin. Stabbings ensued, Persuasion rolls were made (With the Rogue failing one so badly that the leader didn’t think they’d kill him – it was that sort of a night) but eventually they prevailed.

More conversation ensued, with it being revealed that the smugglers were infact working for the nobles, bringing in luxuries and small contraband. They’d also heard of the missing noble, saying he was acting strangely. The dance of bargaining for their lives continued, with the leader about to rat them out when all of a sudden – *CLIFFHANGER SCREAM*

A slightly odd set of cliffhangers- conversation, cheese throwing and snoring, but it seemed to go well. I’m still getting used to a city based investigative campaign, but my players make all my nerves worth it. They’re an incredibly fun bunch to run for. Plots are coming to a head, and a confrontation seems soon to take place! *crashing chord* Will they meet the mysterious missing noble? Will they find out who their even more mysterious patron is? Will the wizard have to take another bath? Tune in to find out!

*Names were mixed up and things were slightly rewound, leading to the first Doctor Strange reference of the night.

**Sadly a minor celebrity didn’t poke their head out of a window. Probably a good thing as they would have been rumbled.

*** Yes, there was the faint sound of a Eagle. I’ve been replaying Black Flag recently.

Team (Almost all) Dual Wield!

So, when we last saw our intrepid band of heroes, their investigations had taken them to the Cliffwatch Inn, when all of a sudden, screams come from the kitchen! What happened next? Well, you’re about to find out!

The Paladin, curious, opened the door, to reveal several Giant Spiders crawling out of the ground and mencaing the staff. The Ranger tried to make friends with them, which didn’t really work, not matter how much she wanted it to. The Paladin bolted to try to find a phone booth to change into his secret identity, while the Rogue and Fighter started whaling on the spiders, with a particuarly impressive Sneak Attack one-shotting one of them. Damage was done both to and by the party, with the Ranger badly wounded and poisoned while the Fighter was consistently only able to hit with one of her two attacks. (Perhaps the universe sending a signal?)

sneak_attack_no_fist
Weren’t expecting that were you?

The Wizard continued his track record of setting things on fire (Thanks to a well placed and sculpted Burning Hands), then shifted one of the barrels of cooking oil that was eerily close to the flame over to the tunnels the spiders had emerged from. Around that point the Paladin burst through a nearby window flailing his swords wildly and was about as effective as you’d expect doing that. After some more maiming of spiders (And the Ranger almost getting poisoned again), the spiders were murdered. This was to the Ranger’s annoyance, given that she wanted toto tame one so the Wizard could ride it. Needless to say, the Wizard was not on board with that plan.

Feed them? Feed them my axe!

Hessians sacks were doused in water and the flames began to be put out. Naturally, the Watch soon arrived, and Sergeant Gounar began to somewhat berate the PC’s. Turns out, random attacks like this had been citywide, and while the Watch doesn’t think the PC’s are responsible, it’s certainly odd that in a town with this many adventurers, this lot are continually found next to burning and/or dead things. It was politely requested that they accompany the Watch to a chat with their superiors, which the party took to mean secret arrest. Much eye-rolling from the Watch followed the now traditional party sassing session. And yes, the Wizard had scarpered by this point.

“I’m investigating, not persuading!”

The city official and Merchants Guild reps were agitated,but offered the PC’s employment and money if they would stop the threat. This was taken as a veiled threat, but had they walked out, well, I’m not sure what I would have done. (They wouldn’t have been stopped though.) The Fighter commenced investigating, discovering from the merchants several clues and a possible location, while the Ranger inquired about the 50GP of secret herbs and spices she needs to cast Find Animal Companion. (One of the merchants gave her a mysterious note!) There may have been jokes about how investigation is the reason they keep the Fighter around, a more than fair observation, given the Wizard’s tactic is simply screaming questions at people. Off they trotted to the bar they’d been told about, when the Ranger’s sorta boyfriend (The spunky Half-Orc) came flying through the doors. Bare Knuckle Wednesday get’s competitive.

“You see I’ve learnt this new spell and I’m thinking… fondue.”

A slightly awkward chat-up happened (Along with trying to work out if drunkenly trying to find a zoo counts as a date), with the party heading inside to investigate further. Questions were asked/yelled (I’ll let you decide who did what), as the group identified some of the possible compatriots/instigators. Crash zoom into their faces as they hear their names and roll credits!

“20!” *shocked expression* “No, not a natural 20, but your look of panic made it worth it.”

It was a bit of a mess of a session, as I’ve been sick and lost the most recently updated version of my game notes. That’ll teach not to have multiple versions of  my notes stashed on different USB’s and computers. I’m also new to the whole ‘running a game based on intrigue’ thing but it seems to be working. On the bright side, my players continue to be gloriously silly, which makes it all worthwhile. As for what happens next, spoilers…

So, what’s different?

This is mostly reconstructed from thoughts I was having last night while I was trying to sleep, so it’s likely to be a bit rusty. Hopefully it’s also less inflammatory than I can get at that time of night. Anyhow, in amidst all the trying not to cough up a lung I’m doing at the moment, I have more thoughts on LARP. My main larp, Clans of Elgardt, is currenly on hiatus and I recently went to my first Scy’Kadia event which while I had issues with it, I enjoyed and plan to go back to. I’m leaving off a write up of it till I can get another couple of sessions under my belt.

(If you were expecting me to talk about something else, well I’m sorry. All I’m doing at the moment, apart from coughing and job hunting, is trying not to freak the fuck out over the American election, so I’m afraid you’re going to have to deal with it. )

So, there’s a bunch of fantasy LARP’s around my neck of the woods, along with a smattering of sci/fi and steampunk. As we’ve discussed, I’m in the early stages of writing a post apocalypse game and am helping write another couple of games. I wouldn’t say there’s a glut of fantasy events, but the do seem to be in the majority. So, while I’ve said I’d prefer to be part of something different, as try as I might, I keep coming back to one: Hyborian Tales.

86_conan01

It was a UK LARP set in the world of Robert E Howard’s Conan tales, a long time love of mine, filled with muscles, bloody combat and dialogue so testosterone fueled that just holding a copy of the stories can put hair on your chest. It’s classic pulp fiction, mostly published in Weird Tales magazine, though the racial elements of a lot of it are hard to ignore. You have to remember Howard was writing in early 1930’s Texas and while slightly enlightened for his time (In his letters he called out HP Lovecraft for his rasicm), there’s some stories I have real trouble getting through. Black Canaan, I’m looking in your direction. Moving on…

Sure, the fitness based parts of the game (Hiking up and down mountains, masses of combat and none of that simulated armour) meant I’d almost certainly collapse half way through, but it would have been worth it. The game itself only ran 3 weekend events, consisting of 3 adventures (Play 1, crew 2) and a communal tavern night. What do I like so much about it? Well, there’s the immersion of the world, a kitchen sink setting of various historical awesomeness (Vikings, frontiersmen, Mongols etc), the sense of ‘you’ve a sword, a few coins and maybe some rusty armour – now go forth and chase your destiny’, something different to the ludicrously over equipped characters you see in other games and, last but not least, the sheer joy of dressing up and running around with a foam sword. What really sucked me in though, was the atmosphere.

good-knife

It was purposely designed for sword and sorcery style gaming, with the rules encouraging combat that looked like  an 80’s fantasy movie, with none of that *tap*tap*tap* nonsense. (That might be another reason I loved the idea so much, as I have real trouble stopping myself from Flynning when I’ve a sword in my hand – it’s why I think I’ll be a better archer than swordsman.) Get horribly mangled? Have a drink and catch your breath and you’ll be back in the fight soon enough. NPC’s were briefed to hurl themelves at the enemy screaming their defiance, followed by hurling themselves on their blades. It’s a game whose construction was seemingly built on a foundation of shouting and thews, which basically makes it the LARP equivalent of BRIAN BLESSED.

barbarism

What does all this mean? Well, I still have copies of the rules and I’m guessing this means I should put my money where my mouth is and run it. Sure, I’m trying to get several other projects up and running, but what’s yet another fire in the iron? I love the play and crew aspect of how the adventures were run as crewing seems to be looked down upon here. Not seriously, but there’s seems to be a fair few games seem to have few, if any of them. Granted, most games here aren’t large enough to require a constant supply of NPC’s but crewing is stupid amounts of fun. You get to seed plot, lie outrageously, try to kill PC’s and help guide the story – what’s not fun about that?

2013-08-26

Getting back to the topic, and what I think I was meaning to talk about, was the style of game and how to communicate that. I’ve played some where the style of the game was clear and players understood it, and others less so. I feel slightly arrogant in saying it, but I think I’ve hit that point with my table tops and it’s a good feeling. Actually no, I do have a proper point. If you’re going to run a fantasy game, then tell me how it’s different from the other ones out there? What is in your world and system that sets you aside from the rest? What’s the hook? There’s already plenty of would-be Tolkein’s out there, so maybe try for something different? You know, Orcs that aren’t savages,  Elves and Dwarves that don’t hate each other etc? I get that the classics can be comforting (My games are powered by cliches after all), and an easy way to explain things, but at some point don’t you want to break away from that?

REH art by Bill Cavalier. No, not the Dungeon Bastard Bill Cavalier .