Thursday 25 May 2017

Hunting Hitlers Nukes

I have just finished listening to Hunting Hitler's Nukes: The Secret Mission to Sabotage Hitler's Deadliest Weapon, Damien Lewis' gripping account of the SOE operations to destroy the Norwegian Heavy Water plant during WW2.

The book accounts in detail operations Musketoon, Grouse, Freshman, and Gunnerside - the allies missions to stop Hitler's atomic bomb programme. Musketoon, Grouse, and Gunnerside involved injecting a small number of SOE agents into Norway (by sea or air), them trekking across the wilderness before executing their mission with surgical precision.

Several things struck me:


  • The achievements of everyone involved - and how young they are. I was aware of this with my Dad, who was a Mosquito navigator. It seemed as if he had two lives, one during the war and one after. I know events in my lifetime haven't been anywhere as tumultuous (thankfully), but even so it's humbling. (I often feel this when I read WW2 histories.)
  • Grouse and Gunnerside makes for a great RPG scenario. A small team, a clear mission, a dramatic location, huge consequences, plenty of obstacles. It would be easy to turn this into a Star Wars scenario.
  • How effective a small group of commandos can be in tying up other troops. Thousands of German troops were shipped into Norway following Gunnerside, effectively hunting just 11 men.
  • The complacency of the German defenders.  Why didn't anyone say, "Okay, so we've got this precious installation - I want you to take a squad of troops and spend a couple of months trying to infiltrate it. Let us know what you learn." Or "Imagine you're the British and you want to stop this extremely well guarded train carrying heavy water from reaching Germany, using only a small number of undercover agents. How would you do it?" (But that maybe hindsight, of course. That and I’m a gamer.)


Anyway, very enjoyable.

Saturday 20 May 2017

Limited Words

I love writing, but I don’t have unlimited words. So I tend to abandon my blog when I have other projects on the go.

So here are some recent projects that have distracted me from writing anything here:

The Peckforton Papers: I proposed a couple of ideas for The Peckforton Papers, a larp project. Both were accepted. While one paper was ‘just’ a revamp of an old article, the other was a discussion about Peaky, and completely new. The first draft of both are finished, I’m letting them rest for a week or two before revisiting.

Murder of a Templar: I’ve been really enjoying running The Bone Swallower, an urban fantasy Fate Accelerated game recently (although for various reasons we haven’t played for about six weeks now so it’s not quite finished). So part way through, I started thinking about the next installment, and because I like to prepare by writing out the scenario, that’s just what I’ve done. I’ve hit a bit of a stumbling block, which I’m currently working through.

The Reality is Murder: This is the current game I’m editing for Freeform Games. It’s a game that was submitted an embarrassingly long time ago, and I’ve finally decided to pull it together.

The Peaky Files: Volume 1: I’ve just finished putting this together for Peaky Games. It contains three complete freeforms and you can buy it from Lulu. (This is the only one of these four projects that I can say is actually finished…)

Stuff that I want to write about, but need a bit of headroom before I can fit them in: the gender agenda and freeforms (which follows on from Peaky), attention and addiction (I’ve recently read Irresistible, and I’ve had to uninstall World of Tanks), my house rules for board games, reflecting on The Bone Swallower (when we’ve finally finished), a review of Solo Build It (for Great Murder Mystery Games and then here).

And some stuff coming up that may distract me from that lot: Getting Sword Day (a freeform) into a publishable form, editing When in Rome (for Freeform Games), developing Second Watch (the freeform I co-wrote last Peaky) for Consequences, Volume 2 of The Peaky Files.

Thursday 11 May 2017

A return to convention GM-ing

This summer, at Continuum 2016, I ran my first tabletop roleplaying game for complete strangers for absolutely ages. I can't remember the last time I did that - in the late 90s, I think.

So I don’t run tabletop games often enough to be completely relaxed about it.

I have slightly higher standards when I run a con game compared to running one at home. At home I’m with friends and family, and it doesn’t matter if it’s not perfect. And while a con game doesn’t need to be perfect, I do expect to bring my A game when I’m running at a con. Players have paid to be there, I’m putting on a show. Things had better be slicker than at home.

I know, all of that is in my head. I’ve played in as many average con games as I have great, and I’ve conveniently ignored that fact that usually GMs don’t get much of a reward. (Perhaps the deeper question is why, as a player, don’t I always bring my A game to the table? That’s a thought for another day.)

So all that adds up to a whole heap of unnecessary and self-inflicted pressure, which is why I don't run many games at conventions. If I did more, I think I’d be more relaxed about it, which is why I want to do more. (So a bit like presentations then…)

(And yes, I have the same nerves with a freeform. Despite two and a half decades of experience, knowing that it will all turn out okay, and players can be trusted, I still experience pre-flight nerves.)


So I eased myself back in gently and I ran one of my favourite Call of Cthulhu scenarios: In Whom We Trust. I first wrote this as a tournament scenario in 1996 (twenty years ago!) and it concerns an expedition in the Amazon. It’s a mashup of Arachnophobia, Outbreak and The Thing - and once it gets going it pretty much runs itself. It’s also been played a whole bunch of times at other cons, so I know that it’s pretty solid.

I ran it on Sunday morning, which isn’t the best time to be running Call of Cthulhu, but was the only time I could do to fit in around everything else I wanted to do.

I had six players, which was the most I can reasonably handle. For tabletop, I prefer no more than five (and three to four ideally - but that’s a bit too high a GM:Player ratio for most cons). I don’t think six players was a big problem and I tried to ensure that everyone had enough of the spotlight.

I learned a long time ago (before Gumshoe came along) that investigators can’t solve the mystery if they don’t have the clues, so I don’t make players roll to find the handouts. Except, for some reason I’d left something in the scenario that you could only find on a successful roll. Succeeding wouldn’t have changed anything, apart from adding a bit of colour (and possibly mystery), and after they’d failed the roll I kicked myself. So I’ve now edited that out: the next group will find everything...

Apart from that minor glitch, the game appeared to go well. I don’t think anyone was actually scared, but things went from bad to worse and there was a frantic shootout in a mysterious temple. I had three survivors, which is a pretty high for In Whom We Trust.

In terms of how I ran the game, I noticed that I had to stamp on my instinct to ask the players to roll dice for trivial actions where failing the roll wouldn’t have been interesting. For example, if a door was locked I didn’t make them roll to see if they could unlock it or break it open, I just let them succeed with whatever action they were trying to do.

Do as I say or do as I do?


In a previous post I talked about what I thought made for a good convention game experience as a player. So measured against that, how do I think I did?

Invested in my character: I could probably have done better on this. I used the original characters, which were just basic Call of Cthulhu characters. Each did have a goal that ensured they kept with the scenario (rather than turning and fleeing like any sane person). The only activity I asked of the players was, after they had introduced themselves, for them to state out loud who at that point they trusted. I’m not sure if that had any impact on play, but the players gamely complied.

Characters that fit the scenario: Yes, absolutely. I wrote the characters specifically for the scenario - they all have goals driving them forward into the mystery.

During play ask reflective questions: While I like this as a player, it’s not a GM habit for me yet. Must try harder. I could have asked, part way through, who they now trusted.

Keep to time: Yes, no problem here. I had a three hour slot and we were done in just over two hours. I heard later that the players were amazed that we’d fitted so much into only two hours, and I think they were pleased to have a longer break between this and the next game.

Limited mechanics: With only one real mechanic-y section (the shootout at the end), perhaps that’s why we finished so soon.

So overall I’m pretty happy. I need to ask more reflective questions, and maybe think about other ways to get the players invested in their characters. That’s not something that “classic” Call of Cthulhu was that good at - and I’ve not seen 7th Edition.