Tuesday, 17 March 2026

AireCon 2026

Last weekend was AireCon, the three-day board game and ttrpg convention in Harrogate.

I couldn’t make it on Saturday this year, so instead I just attended on Friday and Sunday, running three TTRPGs.

Friday

Although my game didn’t start until 2pm, I arrived just after 11 and dropped off some games at the bring-and-buy. (My memory last year was that there was an early rush for the bring and buy, but leaving it until later was much more relaxed.)

I then wandered the trade hall, chatted to friends, and had a bit to eat from the food trucks (in their new position outside the convention centre in the grounds of the Hilton Hotel (which was used for ttrpgs and other events – a lovely new venue for this year).


ALIEN: Perfect Organism

I ran Perfect Organism, my five-player cinematic ALIEN scenario that focuses on a USCMC investigation into the loss of the Sulaco after Aliens. The investigation team have arrived at LV-426 and the W-Y station there. Things don’t go well...

I had five great players, and a higher survival rate than many of the games. (Although we burned through the NPCs at quite a rate.)

I had updated the scenario to the current ALIEN rules (Evolved edition) and was interested in seeing how it had changed. While there are lots of small changes (a full list here), the main changes as far as I was concerned were the new stress rules. However, having now experienced the new stress rules, I didn’t like them. Maybe they work in longer games (or where you are making lots and lots of dice rolls), but in a short game like Perfect Organism, stress was never a danger. I may go back to the first edition rules when I run it again.

Saturday

I didn’t make Saturday this year, which was a shame. If I had, I would have spent the day playing board games.

Sunday

Good Society

Good Society is Storybrewers’ Jane Austen game. After my experience at last year’s Furnace, I decided to bring my Wealth and Fortune playset to AireCon. The changes I’ve made are around character generation – I’ve created the base characters and links between them beforehand (just like a pregen), but letting the players create the minor characters.

After my experiences of Hillfolk not filling last year, I was a little reluctant to pitch Good Society, but I needn’t have worried – it filled up pretty quickly. 

I had a full table of five players, and after a slightly slow start, they soon got into the swing of the story and got up to all sorts of shenanigans (including a risqué scene in a lake). We reached a fine conclusion, which included a marriage proposal, so it was all as it should be.

(The slow start isn’t unusual with this kind of game. It can take a little while for the players to warm up properly.)

So I was very happy with how my playset worked. I’ve made a few tweaks and if you’re interested, you can download them here.

Thoughts on Good Society

With a second edition imminent, I had some thoughts on my experience.

Resource tokens: For a one-shot, we had an awful lot of resource tokens on the table. With two per main character and one each for the minor characters, that was 20 resource tokens on the table before we added any for the rumours. (And had I been playing strictly according to the rules, there would have been another 10 on the table – I allowed the minor characters only one resolve token each.) 

And as it happened, we didn’t use resolve tokens all that often. Maybe five or six times? So I think in future, just giving each player two resolve tokens to begin with will probably be enough for a one-shot. (And let them share the tokens between the main and minor characters.)

Reputation: While we used the reputation rules to assign new criteria, it didn’t have much impact on the game. I would be tempted to remove reputation completely from a one-shot, except that the players did adjust their reputation tags as they took actions they felt affected their reputation. 

(Technically, reputation tags can be traded for resolve tokens. As noted, we had masses of resolve tokens, so this was never an issue. Also, doing this removes the tag, which makes sense as a game mechanic but not in terms of character.)

Minor characters: With each player having two, we had ten minor characters involved. Not all of them became part of the story (many appeared only briefly). While I’m tempted to suggest just one minor character each, I think having lots of minor characters gives players more opportunities to find exactly the character they need.

Lunch

AireCon doesn’t leave a huge gap between the first and second sessions – just 45 minutes. I was slightly worried about getting back to the bring-and-buy to collect my earnings and unsold games, but it wasn’t crowded, and I had plenty of time to do that and grab something to eat.

Traveller: Calli’s Heroes

My last game was John Ossoway’s adventure for Traveller: Calli’s Heroes. The PCs are Imperial soldiers operating in a warzone during the Fifth Frontier War, and have the opportunity to loot an Ancient vault full of unimaginable riches.

I’d played Calli’s Heroes last year at Furnace, and so I knew it would be a solid con game. John was kind enough to let me have the files, and so at AireCon I took it out for a spin.

Calli’s Heroes was great. I had five good players, all happy to lean into the squad dynamics. They did appropriately soldierly things and ambushed Vargr mercenaries and Zhodani troops. They ended up with a handful of fabulously valuable Ancient artefacts – assuming they can figure out how to fence them. But that’s another adventure…

Next year

I’m already looking forward to next year. Hopefully I will be able to attend all three days…

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