Sunday 31 December 2017

My favourite books of 2017

I’ve read (or listened to, via Audible) 67 books in 2017. These were my favourites:

Armada by Ernest Cline. I enjoyed Ready Player One (which, with its mix of computer games, roleplaying games and Rush felt like it was written just for me) so when Armada turned up on Audible’s deal of the day, buying it was an easy decision. The story has a lot of similarities with The Last Starfighter (but the games are on a bigger scale) and Wil Wheaton’s narration is just perfect.

Sleeping Giants by Sylvain Neuvel. A first contact novel in which a strange alien artefact is discovered piece by piece. Unusually it’s written entirely using interview transcripts (with a very enigmatic interviewer) and journal entries. The sequel isn’t quite as good, unfortunately.

Hunting Hitler's Nukes: The Secret Mission to Sabotage Hitler's Deadliest Weapon by Damien Lewis. I’ve written previously about this.

The Nightmare Stacks by Charles Stross. Probably my favourite Laundry Files book so far, and not only because it features scary elves attacking Leeds (which is where I live). I think the only geographical mistake I saw is the reference to the Odeon, which hasn’t been in city centre for some quite (I think it must be at least a decade since it was turned into a department store).

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner. I’ve written about this previously as well.

Old Man’s War by John Scalzi. This was a pleasant surprise at how much I enjoyed this. I picked it up as I spotted it was cheap for the Kindle, and I’d already read a couple of others of his so I knew it wouldn’t be awful. But I didn’t expect it to be as good as it was. It’s basically old people sent into space to fight, and makes a pleasant change from young kids doing all the heroic stuff. (The old people get new bodies, but retain their memories and perspective.) It turns out that I'm not the only one who liked this as it was Hugo nominated and generated a bunch of sequels. I gather Netflix may be turning it into a tv series.

The Ballad of Halo Jones by Alan Moore and Ian Gibson. Best comic book series ever, as far as I’m concerned. A lot of praise goes to Alan Moore, but I am just as much a fan of Ian Gibson’s artwork (I’ve always enjoyed his art). I resubscribed to 2000AD a year or so ago and there has been nothing recently to match Halo Jones. It’s interesting how spare the dialogue is - there’s very little wasted, and some of the modern strips seem wordy by comparison.

This was a re-read, as part of the current 2000AD partwork. It was nice to read the series in one hardcover volume, but being slightly smaller than the original and now being the wrong side of 50, I found the fonts a bit too small for comfort (so I’m not replacing my original Titan copies). Rebellion are preparing a colourised version for 2018. I’m not sure what I think of that as I really like the black and white art - I guess we’ll just have to wait and see.

The Night Without Stars by Peter F Hamilton. Second (and final) book in The Chronicle of the Fallers, this is a huge improvement on The Abyss Beyond Dreams, which I found a little slow. I like Hamilton - he writes well and his SF is full of augmented humans and other craziness. A good place to start is the thoroughly epic Pandora’s Star (and its sequel Judas Unchained).

The Year of Living Danishly by Helen Russell. This is Helen Russell’s delightful account of a year of living in Denmark. Her husband gets a job with Lego, and they both move to Denmark and embrace the happiest country in the world. I loved it - lots of laugh out loud moments as cultures clash and they try to fit in. I wouldn’t normally have chosen something like this, but Mrs H wanted to listen to it on Audible, and I thought I’d give it a try. I’m glad I did.

The Clever Guts Diet by Dr Michael Mosley. It’s really not a diet book, it’s instead an exploration of your biome and what it does for you and how to keep it healthy (TL;DR eat lots of veg, lots of variety, with occasional fasting). A healthy biome helps us lose weight, keeps us healthy. There are a small handful of recipes, but I didn’t read those. I preferred this over Gut by Giulia Enders as it’s easier to read, and seems more up to date.

Empire Games by Charles Stross. Excellent start to a new series in his Merchant Princes series (the one where the USA carpet-nuked one faction out of existence). The world-hoppers are back and trouble is brewing with two aggressive nuclear superpowers in two separate timelines. I don’t know if you need to read the previous series (starting with The Bloodline Feud), but I found that it helped.

So it seems I particularly enjoyed science fiction in 2017. I wonder what 2018 will bring...

Wednesday 20 December 2017

#RPG12 Q12: Looking forward to 2018

Name an RPG, setting, or adventure you haven't run or played before, but really want to try out in 2018. What particularly appeals about it?


I’ve got a few things I’d like to try - not necessarily in 2018, but they’re on the wishlist.

One hour one shots: Guy Milner has talked about one hour one shots on his blog, and I’d like to both play and run one. It would be interesting to limit myself to an hour, because I have a tendency to let the players go where they want.

Fiasco: I’ve never played Fiasco and I’d like to.

Monster of the Week: Another game I think I might enjoy. I’ve yet to play a PbtA game that has felt “right”. I’m not sure what’s not working, though.

Cthulhu Dark: Now that I have Cthulhu Dark (my thoughts on it here) I want to run it, and play it.

Follow: I intend to play Follow at some point during the year.

And two games that I’ve played, but would like to play more of:

Monsterhearts: I’ve played this once, and I’d like to play it some more.

Hillfolk: I’ve played this once at a convention - I want  to play more. If I had a regular face to face group I’d love to run it (although it feels like it has a steep learning curve - but that might just be in my imagination).

But frankly, I'll play pretty much anything.

Cthulhu Dark: some thoughts

Scaring players is hard. I've been roleplaying for over 35 years now (admittedly with some long gaps) but I can only remember two occasions of real fearfulness.

In the first, I was a player. I can't remember the details of the game, but we were playing Call of Cthulhu and we were exhuming the body of what we thought was a sorcerer. And I remember being on the edge of my seat as I imagined what we would find.

In the second, I was running Call of Cthulhu and the players were exploring the derelict half of an old mansion. There was nothing there for them to find, but I just made it as creepy and unsettling as I could. The players soon fled. I might be wrong, but it seemed to me that the players fear of what they might find overcame their boldness and they retreated to safety.

So my experience of playing and running Call of Cthulhu (and writing adventures for it) is that most scenarios involve solving a complicated puzzle - one with monsters. But they're not actually scary.

Cthulhu Dark is different.

Kickstarter


Cthulhu Dark is Graham Walmsley's cut-down rules set for playing Lovecraftian horror. He first published them as a free pdf in 2010, and in 2017 he Kickstarted a full hardback, which I backed.

Physically, the book is lovely. It has a gloriously understated cover by George Cotronis, black and white full page illustrations by Matteo Bocci, and maps by Stentor Danielson. The text is simply black on white, with the occasional boxed text.

If I had to pick one word for it, that word would be elegant.

The rules are wonderfully simple, and distils the Gumshoe "you never fail to find a clue" system to its essence. I won't describe them - you can read them here (it will be quicker for you to read them than it is for me to explain them).

As the basic rules take up two pages in the hardback, the rest of the 190 page hardback book is taken up with a more detailed review of the rules, excellent advice on constructing a horror scenario, a look at Lovecraft's creations and how to use them in Cthulhu Dark, and four settings, each with a detailed scenario.

The Cthulhu Dark Philosophy


What the full Cthulhu Dark book brings is its philosophy (which the free pdf doesn't explain). This philosophy can be summarised by three statements:

  • The investigators are doomed.
  • Investigators should be powerless.
  • This game is meant to be scary.

There's nothing stopping you from playing Cthulhu Dark using the basic free rules and treating it just like Call of Cthulhu. But I think you're missing a trick if you do.

Doomed investigators


Most of the Call of Cthulhu scenarios that I've written can be "won" in one way or another. There's a solution, an evil to be defeated. And that's fine - I'm happy with them all.

But my favourite Call of Cthulhu scenario (of the ones I've written) doesn't have a happy ending, and that's In Whom We Trust. That scenario typically ends with most of the investigators dead or having succumbed to a foul great old one. (If you want to see what I mean, you can find it here.)

And that's the Cthulhu Dark philosophy - investigators are doomed. The mythos threats are not there to be beaten, they're immense forces of darkness. The scenarios are about the investigators uncovering a truth that dooms them. (So much closer to Lovecraft's stories.)

Next time I run In Whom We Trust, I will probably use Cthulhu Dark. (But more on that below.)

Powerless Investigators


Cthulhu Dark recommends that you play powerless characters. In his design notes, Graham Walmsley notes that this came about following his response to the usual dilettante Call of Cthulhu characters. So instead, Cthulhu Dark is full of the poor and working class.

Aside from any social commentary, I do think that taking power away from investigators increases the fear and horror. I approve of that.

As example, Alien features powerless working-class space-truckers, and is exquisitely scary. Aliens, on the other hand, is filled with powerful space marines. Aliens is a thrilling ride, but Alien is the scarier of the two.

And if you don’t like the idea of powerless characters, there’s nothing in the rules preventing you from playing the usual dilettantes if you want.

This is a scary game


Cthulhu Dark contains 38 pages of Director’s advice about creating a scary game. That’s something that was missing in Call of Cthulhu (although as I haven’t seen the latest edition, maybe that’s changed). Still, I’ve not seen such advice elsewhere. Such advice includes:

Lovecraftian Threats: There are no statistics in Cthulhu Dark’s list of monsters. Instead it is much more interesting and instead includes discusses how the threats might be used in a story. Cthulhu Dark limits itself purely to original Lovecraft (no Dark Young of Shub-Niggurath here), but also pushes that limit by including less obvious threats like the rats in the walls and reanimation solution.

Creeping horrors: Creeping horrors are “unexplained, unsettling moments of weirdness, which repeat throughout the mystery.” Their purpose is to unsettle the players. Cthulhu Dark suggests creeping horrors for each of the threats, such as the stink of the sea (deep ones) or sudden darkness (shining trapezohedron).

Themes: Themes are the topics that a scenario explores, what it’s really about. Again, themes are suggested for each threat. Suggested themes for the elder things are doomed civilisation and imitation (in relation to shoggoths).

Scenario/story design: Cthulhu Dark’s story/scenario advice is superb - I think it’s the best I’ve seen. This section covers themes, creeping horrors, locations, final horrors - and more. And it’s then followed by a way to look at your potential story from different perspectives. For example, The Descent suggests imagining your mystery as a descent into darkness. I am now tempted to go back to some of my old Call of Cthulhu adventures and “darken” them. (And I don’t think for a minute that’s as easy as just removing the stats.)

London 1851, Arkham 1692, Jaiwo 2017, Mumbai 2037


I have previously stated that I don’t like reading backgrounds, so for me, the four Cthulhu Dark backgrounds are mercifully short.

The backgrounds are London 1851, Arkham 1692 (written by Kathryn Jenkins), Jaiwo 2017 (a fictional African country written by Helen Gould), and Mumbai 2037. So that’s two “standard” horror settings, and two unusual horror settings. I was pleased to see that Cthulhu Dark omitted the usual 1920s and 1930s settings; I think enough has been written about them already.

Each background is 10-20 pages long, including a full page map. Over half of the background information is given to typical investigator occupations, and ideas for making sure their occupation is relevant in your mystery.

The occupations themselves are unusual - so the London 1851 setting includes cleaners, costermongers, mudlarks, housewives and toshers. Not your usual RPG characters then.

The rest of the setting provides enough to be able to run a game, and there’s a bibliography for each if you want to dive deeper. From my perspective, that’s just about enough background for me - if I need more I can look it up (or make it up).

The mysteries


Cthulhu Dark contains four mysteries: Screams of the Children (London 1851), The Doors Beyond Time (Arkham 1692), The Curse of the Zimba (Jaiwo 2017), and Consume (Mumbai 2037).

The scenarios are all equally doom laden as the investigators work their way to the final horror. There are no happy endings for anyone. I think they’re great, with Screams of the Children and The Doors Beyond Time standing out as the creepiest.

I also like the fact that the mysteries are usually longer than the setting material. That’s the right mix of setting and background in my opinion!

However, I have two criticisms of the mysteries.

The first is that, for a book with “Cthulhu” in the title, none of them use any of the threats described in the rules. I actually think that the mysteries are all the more effective for that (and I can’t really complain about not using mythos creatures - I’ve done that myself). But it does seem odd that none of the mysteries in Cthulhu Dark uses the threats (with the exception of a blink-and-you’ll-miss-it reference to “man-faced rats” in The Doors Beyond Time).

My second criticism is layout, which doesn’t look as if it will help actual play. Cthulhu Dark is laid out in elegant blocks of text that are somewhat stark and minimalist. I really like it for most of the book - but not the mysteries, which need to be easier laid out so that information can be quickly found during an adventure. Here’s an example page:


Okay, I admit that I chose a particularly bad page here, but that’s not how I like my scenarios to be formatted.

I’ve not tried playing any of these - but if I do I’m going to have to make lots of highlights and notes to make it easier to run.

From Call of Cthulhu to Cthulhu Dark


I really like Cthulhu Dark - it’s a simple elegant system and next time I run a Call of Cthulhu adventure I’d like to use the Cthulhu Dark rules.

Which of course I can - I can use them for exactly that. (And I probably will, as I’m not as familiar with Call of Cthulhu as I once was.)

But I think I’d be missing out on Cthulhu Dark’s philosophy of personal, doomed horror.

So I’ve been thinking about running In Whom We Trust again. And while I could run it exactly as written using the Cthulhu Dark rules (it is almost systemless as it is), I feel that if I did so I’d need to add creeping horrors, themes and think about what rolling a 6 means. I then started thinking about more structural changes to suit Cthulhu Dark’s philosophy, but then I may as well write a new mystery from scratch.

The fifth mystery - and a nagging problem


As part of the Kickstarter, Cthulhu Dark includes Mo Holkar’s As Good as a Feast pdf, a mystery set in dust bowl America that, again, doesn’t use any of the Lovecraftian threats. It’s laid out just like the mysteries in Cthulhu Dark itself. I don’t know if it will be available separately.

However, it was as I was reading As Good as a Feast, something else started to nag at me: all the mysteries are basically the same. All five are basically railroads where the investigators start to discover something untoward and are slowly drawn in before facing an evil entity. I don’t mind that as a storyline in itself, but I would have liked to have seen some variety. Maybe that’s what happens when your mysteries feature doomed, powerless, characters. But I hope not.

Overall


I really like Cthulhu Dark. It has done something few other games have done: it’s changed how I think about roleplaying. Before, I didn’t really find horror roleplaying scary. As I’ve said before, most gaming really isn’t scary at all - horror or otherwise.

But Cthulhu Dark has given me the tools to create unsettling, creepy games. And while I may use Cthulhu Dark’s elegantly simple ruleset, I suspect I will find those techniques creeping into my other games as well.

My biggest complaint is that about the sample scenarios/mysteries. I would like to see some variety, so maybe I won’t change In Whom We Trust too much. I like its current structure, but I think I can darken it and make it more unsettling.

As for the layout not being easy for me to run, maybe that’s just me. After all, I have read reports of people running the scenarios successfully. So perhaps I should get over myself and just run one.

When I do, I’ll report back here...

#RPG12 Q11: My stand out RPG play experience of 2017

Talk about a particular stand out positive experience of playing (rather than running) an RPG in 2017. What was it? What was so good about it?


My stand-out positive roleplaying experience of 2017 was playing in Neil Gow’s The Children of Gaia at Furnace. This was Werewolf the Apocalypse using Fate Accelerated, and was probably the most cinematic game I’ve ever played.

We had a mission that mattered (saving the world from the Wyrm) and a beginning, a middle and an end. Neil sprinkled cut-scenes throughout the game that described the impact our actions had on the world and helped make the whole session seem epic.

Tuesday 19 December 2017

#RPG12 Q10: Mobile phones, the internet and modern day RPGs

Mobile phones and the internet in an RPG setting in the modern day world (perhaps with fantastic elements): discuss. What possibilities do they open up? What, if any, issues come with them when it comes to RPG scenarios?


The modern day (with a weird or dark twist) is my favourite RPG setting, for two key reasons.

Familiar background: I don’t need to explain the modern day to the players - we all know what that means. So that means the games can concentrate on the game and whatever weirdness has been added.

Unknown: I like the fact that history isn’t yet written in the modern day. This was always a problem I had with historical Call of Cthulhu games - particularly “global campaigns to save mankind”. They never meant anything because we knew how history played out. It wasn’t real. That safety blanket doesn’t exist in a modern day game, and that’s why I prefer modern day games.

It’s hard to keep up with the modern day though.

Technology changes so fast that what I think of as modern day soon becomes a historical setting. We’ve had to set some of our murder mystery games in particular years, even when I think of them as modern day, because technology has moved on so much in the few years that they’ve been written. (For example, a game where a video tape is a key prop sets the game 10-15 years ago at least, even though I think of it as a “modern day” game.)

I guess to me, “modern day” means at any point during my lifetime...

Anyway, over the summer I ran a modern day urban fantasy game - so it had smartphones and everything else. The PCs used smartphone tracking to trace a suspect’s movements (I hadn’t planned for this, but it wasn’t an issue as they could have used magic to trace the suspect, and I expected that might be an option).

At one point the PCs decided to arrest a suspect in the middle of London Millenium Bridge in broad daylight. We ended the session with the arrest, and we started the next session with the arrest all over social media. I then worked out what the bad guys would do with that knowledge, assuming that they had seen it.

So the modern day - pros and cons. But for me the pros outweigh the cons.

Friday 15 December 2017

#RPG12 Q8: Scenarios

Talk about your typical approach to preparation for running an RPG. Is there a particular method you generally follow? What use do you make of published setting or adventure material, if any?

I almost always run my own scenarios. I can’t remember the last time I used a published scenario. I think that’s because I don’t GM often enough to be run out of my own material - I’d need to GM much more than I do.

I also don’t find published scenarios easy to run - I’m usually mining them for ideas instead (which was one of the reasons I did Tales of Terror).

These days I run mostly one-shots, and I aim to run them at conventions. When I GM at a con, I feel that I am on show, and that I need to give the players a good time. So I put more preparation into them than I used to when I had a regular gaming group. I only need to know the basics and some characters/opponents worked up, but I’ve usually done more than that. (For example, I’d pretty much written The Crasta Demon as it is before running it for the first time.)

One thing I always forget to do is have a list of names to hand. I really should learn from that.

Wednesday 13 December 2017

#RPG12 Q7: RPG Mental Blocks

Is there an RPG genre which you sort of like but gives you severe mental blocks. What do you like about it? What are your mental blocks?

I can’t get over the fact that superhero stuff is, basically, silly. But I’ve never really liked superhero comics, so it’s not really my thing.

And I don’t really do the murder-hobo thing. I like my actions to have consequences (so be warned if you end up playing in one of my games). But that does mean that as a player I tend to be looking for the “realistic” option when perhaps I should be thinking of the murder hobo option.

Saturday 9 December 2017

#RPG12: Q5 Historical Games

You’re running a historical or alt-historical game. What place and time in history do you choose? Are you including fantastical elements of any sort, and if so, what?


The Ring of Brodgar
I always prefer to run modern day games because I’m mostly lazy, and the modern day sorts out most of the background for me.

But having said that, I want to develop a game set in Neolithic Orkney. It will be set around the time that Maes Howe, the Ring of Brogdar, Ness of Brogdar and so on were occupied. It probably would have fantastical elements, simply because I don’t think I’d enjoy doing something without fantastical elements.

If I didn’t have the odd ghost or monster then I’d probably have to obey my impulse to make it more “authentic”, which means doing way more research than I can really be bothered with. But fantastical elements would be low key and rare.

The other problem with being too realistic is dealing with slavery and the role of women. (Okay, that’s two problems.) There’s no clear evidence of neolithic slavery, but as an armchair observer of human nature it seems likely to me that neolithic man probably took slaves. After all, someone had to construct all those stone monuments… So I’d need to treat that carefully.
Ness of Brodgar, 2016

As the role of women, I think I’d have to just ignore the fact that women would most likely be spending all their time at home being pregnant and raising kids. (Again, the view from my armchair suggests to me that it is very unlikely that neolithic times were a period of great equality.) I don’t think making the game “realistic” would be that much fun, so my neolithic tribe would be a paragon of equality.

Skara Brae
My current thoughts are that the PCs are vying to become apprentices to the tribal shaman, but that’s pretty much as far as I’ve got.

(Orkney is amazing though. You really should go.)

Bonus answer: English Heritage


I love visiting English Heritage properties - castles, earthworks, Roman fortifications, stone circles (and a cold war bunker, in York). Their guidebooks are full of useful information - and maps.

I’ve often thought that it would be cool to set a simple RPG scenario at such a site. My idea would be a lightweight RPG containing pregens and simple rules, plus a scenario set at the location. If you wanted to make it educational you would make it historical - but if you just wanted to use the location then it could be fantasy.

I often use such locations in my games. The Crasta Demon’s climax uses Dunstanburgh Castle, I used Lindisfarne Castle in The Bone Swallower, and I'm currently weaving the York Cold War Bunker into another scenario.

Thursday 7 December 2017

#RPG12 Q4: A character

Tell me about your character in an RPG you’re currently playing, or have played this year.

I’m currently playing Kozlov Artemovich, a sniper in Jon Freeman’s flintlock fantasy Shardland game. We are “wolves”, which makes us like elite guards, or something.

I’ve included a DramaAspects in my character: I want Neshka to teach me the words of command (but she won’t because she doesn’t know if I’m yet worthy). So far, my experience of DramaAspects with my players has been a bit hit and miss, so I figure it’s time to try them out myself. I’ve tried to pick one with potential - and as Kozlov has just been attacked with magic I’m going to take this up with Neshka and see what happens.

Jon isn’t aware of this right now, but I’ve also created three NPCs (because this) that Kozlov knows: a gunsmith, a trapper (who taught him to shoot), and a street urchin. I’ll try and bring them into the game at some point.

Tuesday 5 December 2017

#RPG12: Q3 Fantasy settings

You’re building a fantasy setting for the RPG of your choice. Which ingredients do you put in? Which “standard fantasy” elements would you choose to leave out?


The fantasy work that The Craster Demon is set in (I’ve never come up with a name for it that I’m completely happy with) is inspired by a Rodney Matthews painting (The Granite Curtain - in Last Ship Home). It’s also a moebius strip, and has some other oddities. There’s a kind of twisted logic in that I know what’s going on (I guess in a way the whole world is almost a giant puzzle.)

It’s more Westeros than Middle Earth. Mainly humans - no elves, orcs, dragons or hobbits. (I threw some goblins into The Craster Demon as an easy first encounter that I didn’t have to explain, but I’ve never been happy with that decision.) Magic tends to be rare. The world is magical, but there aren’t many magic users.

Anyway, that scratches my fantasy itch; I can’t imagine creating another fantasy world.

(And if you're wondering what happened to Q2, I skipped it because I didn't have anything to say.)

Saturday 2 December 2017

#RPG12: Q1 New Players

In the spirit of RPGaDay in August, Paul Mitchener has started an alternative set of daily RPG questions - the Christmas dozen, one every two days. His argument is that 31 questions is too many (and for me, August is holiday month so it's doubly bad).

Even so, I've found 12 questions fairly challenging. I think I'd prefer one a month...

You’re running an RPG to introduce new players to the RPG hobby this month. Which game and genre do you choose, and why?


Although I don't do it often, I love introducing new players to the hobby. But, I find that I do put myself under a lot of pressure to make sure that they have a good experience. The last thing I want the game to be is a disappointment. (It’s a bit like running a convention game in that sense.)

And I’d always run a one-shot to show off roleplaying, rather than drop a new player into a campaign. (Not that I run campaigns these days…)

So while the system is easy (Fate Accelerated - it’s my current go-to system, it’s simple, and character sheets are easy to parse) the genre depends on who they are.

If I felt that the players were up for fantasy, I’d run something like The Craster Demon. If I thought they would be more likely to enjoy urban fantasy, then I’d run an Other London adventure for them. Both of these are my own settings, and both are things I’m comfortable running.

I have a feeling that Ben Robbins’ Follow would be a good introduction to roleplaying, but I’ve yet to play it.

Looking back


And having said that, I thought I’d look back at what I’ve done when I’ve run games for new players in the past.

In the dim distant past, I have used Call of Cthulhu as in introductory game. Call of Cthulhu has lots of bonuses - it’s set in the “real world”, so that removes a lot of the learning and geekiness (which was more of an issue back in the day). And everyone understands horror. These days I’d be more likely to run Cthulhu Dark than Call of Cthulhu, simply because Cthulhu Dark is simpler (although I need to get a few games of Cthulhu Dark under my belt first).

Megan's first character sheet
The first game I ran for Megan, my daughter, was Faery’s Tale. But she was only five - and I was targeting the game to my audience. (I ran a rescue scenario. Megan played a fairy who had to rescue Jack from the giant in the clouds, and she invented a "mechanical Jack" that would replace Jack so that they could escape. I was so proud.)

On the other hand, I ran the D&D starter set for my two nephews Ben and James and their father, Simon. This must have been about the time of D&D v3, and  we were in Travelling Man in Leeds and, out of the blue, Simon decided to buy the boys the D&D starter set for Christmas. I quickly read up on it overnight, and the following day we played through the introductory adventure.

As an introduction to D&D it was really good, although it wasn’t really what I think of as roleplaying (too much combat).

Shameless self promotion


Way out West
Looking slightly beyond the table, I set up Freeform Games with Mo Holkar to bring freeform style roleplaying games to normal people. We don’t tell people that they’re playing a roleplaying game, because we don’t want to scare them off.

But I estimate that most of our customers are new to roleplaying, so I think that counts.

If you'd like to find out more, you can get a free murder mystery game (Way out West) by signing up to our newsletter.