It’s October and that means I’ve been to Furnace, the RPG convention in Sheffield held over two days (five sessions of gaming). I ran one game and played in three. This is how they went.
Dragonbane
First up was a Dragonbane scenario, The Village of the Day Before, ably run by Graham. I played grumpy mallard, Makander of Halfbay.
The scenario had a videogame feel about it – there was a problem to solve, which we had to solve by doing things in the right order. Fail (or run out of time), and everyone dies and the scenario resets. Fortunately, Graham didn’t make us go through everything for every reset – that would have been tiresome. We ended up with a tricky battle against a demon in which I (as the party tank) led the assault and almost died.
As a system, Dragonbane was new to me. It was extremely easy to pick up, which I was grateful for, and probably made it good for conventions.
It would have been nice to have fifteen minutes of session zero at the start to get the characters to bond with each other and create links to the scenario. As it was, we were an “adventuring party”, and we were going to the village because it might have some treasure. I know those are RPG tropes, but I’ve never been convinced by them.
DramaSystem
After lunch, I ran Hazelwood Abbey, which is Downton Abbey for Hillfolk/DramaSystem. My five players were Elina (Eldest Daughter), Lynn (The Heir), Dee (The Earl), Paul (The Spare) and Becky (The Youngest Daughter).
Most players were new to the game, so I ran through the system, and we dived in. Everyone leaned into their characters and the situation. We had a lovely dramatic game with illegitimate children, money problems, a dodgy Heir and more.
This time, I found I needed some GM scenes to keep up the pressure on the main plot established at the start. (That wasn’t something I needed when I ran Hillfolk at Continuum.) So halfway through the game, I inserted a “GM” card into the deck I was using to call scenes; when it was my turn, I played whichever minor character I needed to play to keep things on track.
We wrapped up after about 2.5 hours with a satisfactory climax. It felt like an intense session, and I was grateful for a slightly longer break after the game.
I will do a couple of things differently next time as The Heir and Spare need adjusting. The Heir decided that they were a distant relative, which put The Spare in an odd position. We sort of fudged it, but I’ve adjusted The Heir’s playbook to say that if The Spare is in the game, then the Heir should be a family member (ie an older brother). I think that would have been clearer.
I’ll make the playbooks available shortly.
Saturday evening
I never play slot 3 at Furnace; instead, I head home to see the family. So I re-read the Hillfolk rules. Having run it twice now, I’m already questioning some rules. I don’t know if that’s the difference between campaign and one-shot play, or whether I’m missing something, but it’s something I will reflect on as I run more Hillfolk/DramaSystem.
Unknown Armies
On Sunday morning, I played in Elaine’s Unknown Armies game – another system new to me. Elaine ran Jailbreak, a classic Unknown Armies one-shot featuring escaped convicts and an isolated farmhouse. I played Uder, the loving husband, and I’m not going to say more than that for fear of spoiling an excellent scenario. (And that’s a shame because I had a lovely scene with Elina, playing my lovely wife, which I won’t mention because it was sooooo spoilery.)
Jailbreak gets a thumbs up from me for using characters tailored for the adventure – it wouldn’t be as effective with a random set of pre-gens.
A couple of the players had played it before but couldn’t remember the details. Playing the scenario a second time isn’t a problem if you are deliberately antagonistic and help drive the action, which is what happened this time.
I didn’t get the hang of the rules – particularly the Madness Meter. But I think I made only one or two rolls, so it didn’t matter.
I expected the game to end up bloodier than it did – no characters died. Maybe we’re all getting more reasonable as we get older.
Liminal
And finally, a Liminal investigation run by Neil set in and around Newcastle (and written to accompany the forthcoming Novocastria book). With its vampires and werewolves, it’s easy to head towards horror in Liminal, but instead, Scream! If you want to die faster? focussed on genuine Newcastle folklore involving a traditional fair (The Hoppings) with its “danger night” and even an old curse).
We played members of the Worshipful Company of Investigators – I was posh boy Simon D’Oliviera, a clued-in mortal. (And if that sounds familiar, it’s because the characters were taken from Pax Londinium – the Crew was sent on a mission outside London to the Grim North.) I’m not sure I played Simon particularly well – but I rolled dice, followed the clues, danced, was ineffectual in combat and enjoyed exploring liminal Newcastle.
One character was a London geomancer. Outside of London, you’d think their powers would be limited, but Neil had a great way to connect them to Newcastle through the gift of a magic Newcastle United shirt. (Geomancy is a tricky power if you run a game set in many locations – this was a neat solution.)
Overall
So, three great games played, and I enjoyed running Hazelwood Abbey. Best of all was catching up with old friends, some of whom I hadn’t seen in years.
Maybe next year I’ll make one of the other Garrison conventions?
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