Showing posts with label Fate Accelerated. Show all posts
Showing posts with label Fate Accelerated. Show all posts

Tuesday, 18 March 2025

Airecon 2025

Ow. Ow. Ow ow ow.

So let’s get the bad out of the way first. Two days before Airecon 2025, I put my back out. Ouch! And to nobody’s surprise, spending three days at Airecon didn’t do it any favours. (I’m resting it now…)

But despite that, I had a great time. This is what I did.

Friday

Friday was my day for running tabletop roleplaying games.

Last year I left it a bit late and arrived at my table only a few minutes before we were due to start playing. I don’t like running late, so this year I set off from home in plenty of time (and this time remembering that driving into Harrogate during rush hour can be grim).

Anyway, I arrived at the convention centre at about 9:15 am. There was (unsurprisingly) a queue to get in, but that was okay. The doors opened at 9:30, and as most people ahead of me in the queue had checked in last night, it was only a couple of minutes before I was picking up my tickets and heading into the first of several cavernous halls.

I had plenty of time, so I got myself settled in and found the food hall, where I got a cup of tea.

10:15 to 13:15 The Aurors (Fate Accelerated)

At about 10:15, my players turned up, and we started playing The Aurors, my Wizarding World-themed Fate Accelerated investigation. (You can download it here for free.)

The players threw me an interesting curveball – during the minimal character generation, one of my Aurors developed a backstory involving Lidl and dark wizards. At our first location (the lovely town of Warkworth in Northumberland), he spent a fate token to add a story detail – Warkworth now has a Lidl in its centre. And so the players decided to check it out.

While one created a firework-based distraction in the front of the shop, the others went in around the back. So I mentally threw away the prepared start of the adventure and moved the first location to the Lidl storeroom, which the PCs investigated (while fire out front rapidly caught hold, drawing the fire brigade).

Anyway, the rest of the adventure played out (more-or-less) as expected, and our heroes defeated the villain.

I had a good time running The Aurors. The players were engaged and seemed to enjoy themselves. I don’t think any had played Fate before, but they certainly got into the swing of it.

I kept the pace up, as at only three hours, the first RPG session at Airecon is the shortest. Something to be aware of when deciding which game to run.

Lunchbreak

One thing to note if you’re running (and I guess playing) all day is that you only have a 45-minute break between session 1 and session 2. Given the food queues at previous Airecons, that might have been a problem, but luckily, it was fine this year.

Anyway, in my 45 minutes, I dropped some games into the bring-and-buy (which was extremely easy – it’s a very easy system to use – and by leaving it this late, I didn’t have to queue), and then picked up some sandwiches, which I ate back at the table.

14:00 to 18:00 Hillfolk

My second game was Hillfolk, and sadly, only two people had signed up. I really need at least three for Hillfolk (ideally four or five), so one of the other GMs (whose game wasn’t running) joined my table.

We had the Chief, the Curate, and the Captain, and this time, the game went in a very different direction. The tribe quickly became very weak (a raid on a neighbouring tribe went badly) and ended up merging with one of their rivals.

With only three PCs, I ended up running several NPCs. My favourite was Delight, the chief’s ex-girlfriend who deliberately undermined him whenever she was in a scene.

Two of my players had never played Hillfolk before – but the third had played in my game last year and come back for more!

Tea

We finished slightly early (which was always likely to happen with only three players), and so I had a leisurely hour for tea (a nice steak and ale pie with mushy peas) and chatted with old friends.

(And new friends. Someone smiled at me when I was walking gingerly through the halls, and although I smiled back, but didn’t recognise them. Our paths crossed again shortly after and they explained that they enjoyed my Cthulhu Dark adventure last year.)

19:00 to 23:00 Perfect Organism (ALIEN)

My final game was Perfect Organism, my ALIEN cinematic one-shot set a few months after Aliens and concerning the USCMC’s investigation into the loss of the Sulaco. (Download it here for free.)  

This went brilliantly. I created the characters to be deliberately antagonistic towards each other (lots of conflicting agendas), and for the first 45 minutes or so,, I did almost nothing but watch them roleplay. The players really leaned into their characters and it quickly got very intense. At one point I asked if everyone was okay, but they said they knew each other and were having a great time (but appreciated my concern for their wellbeing).

As ever with an ALIEN game, there were character deaths. We ended up with two dead and the other two in cryosleep tubes on LV-426 with no obvious means of rescue…

And with that over, I packed up and drove home.

Saturday

After a not-great night (bad back), this time I took the bus to Harrogate, getting there at about 9:45. I went straight up to the RPG area where I had signed up for a game of Slugblaster.

Slugblaster

I’ve reviewed Slugblaster before but this would be my first chance to see it in action. I signed up when Guy noted over on the Gaming Tavern forum that he was running Slugblaster at Airecon…

Unfortunately, Guy wasn’t well, and the session would have been cancelled – except the Airecon gods smiled on us. As luck would have it, we had a replacement GM, Iain, who not only knew Slugblaster but also had a one-shot session with him and wasn’t doing anything else at that moment. (As it turns out, Iain runs a game very much like Guy does.)

I took The Heart playbook. My character was Solstice, and I rode a Hardlight BMX (whatever that is).

One of the things I really like about Slugblaster is the character beats – mini dramatic arcs. Iain had already started a couple of beats on each pregen, and on mine, the Heart Arc had started: Solstice had started a relationship (with a girl I named Luna) with a member of another gang.

Iain structured the game so that we started play at the the end of a run, then we got to play some downtime, then we played through a full run, and finished with a bit of downtime.

It was all great, and I worked through two more beats in the Heart arc – the rest of the gang learned about my feelings for Luna, and it almost tore us apart.

It was brilliant, and now I want to play Slugblaster even more… (At the very least, I need to re-read the rules!)

Saturday afternoon

I chatted with Dom over lunch (I think we should start some face-to-face gaming in Wetherby), and then parted – him to run his game and me to socialise.

I bumped into Paul of Cthulhu (who runs the Yog-Sothoth.com Cthulhu website), who I haven’t seen in years. He runs a podcast and took the opportunity to interview me about the origins of Tales of Terror, the little ideas booklet I produced in 1990. I have no idea if it was any good or not or if it will actually appear. (And as I was unprepared, I forgot to mention my co-editor, Garrie Hall, who was so influential. Oops.)

I also took my proceeds from the Bring & Buy – through some aggressive pricing, I had sold all of my games.

I had arranged to meet another friend, Philippa, but she was playing Blood on the Clocktower, so I enjoyed a quiet beer while I waited. When I caught up with Philippa, she needed something to eat, and after that, we tried a demo of Rallyman GT (which was fine but not special).

Phillippa had a game of Root booked at 6 pm, and my back was giving me gyp, so I headed home.

Sunday

If I hadn’t promised to take my daughter to Airecon, I probably would have stayed at home and looked after my back. As it was, I came into Harrogate for my third painful day.

Sunday was a day of board games and demos. We played several: Finspan, Spokes, Word Colony, Living Forest Duel, Flow, Wizards Cup, and War of the Worlds: One More Day.

My favourite was probably Finspan or Living Forest Duel. Megan liked Spokes (and really didn’t like Word Colony, as trivia isn’t her strong point).

It was a nice break from revising for A-Levels, and we headed home shortly after 3 pm.

Airecon mementos

Next year

So what about next year?

As usual, I will aim to run three TTRPG sessions. It’s much too early to decide which games, but I like running Hillfolk, but it struggles to attract players. I wonder if I should create a more geek-friendly playset – maybe something set in the ALIEN universe. (I dunno, the leaders of the colony on LV426? That might be fun. I’ll have a think.)

And this year, Airecon had a couple of rooms set aside for “social games” – things like Werewolf and Blood on the Clock Tower. They’d be ideal for a small freeform larp, so I may investigate that. (I will try and persuade Graham to find out more – I’m happy to be involved!)

This year, I also learned how the game finder worked (thanks, Philippa!) – if you want to run a game of something, you can add it to the system and say when and where you’ll be. And then people can sign up. (Or you can just trust the lightsabres – which indicate a game looking for players.) As I so rarely play Cosmic Encounter these days (it’s best with 4-5 and doesn’t appeal to Mrs H, so it rarely sees the light of day), next year’s Airecon may be an opportunity.

But that suggests I’m going to be extremely busy…

And hopefully, my back will behave itself!

Monday, 23 September 2024

The Dead Undead: After action report

We’ve just finished The Dead Undead, my latest investigation for Other London: Desk 17. The mystery has been solved, and we’re taking a break while we do something else.

Goals

I had three goals.

  • Playtest the scenario before putting it on DriveThru and itch.
  • Use the players’ characters as the basis for some more pregen playbooks.
  • Have fun.

So I achieved the first goal – I made a few tweaks to the investigation, but it didn’t need a drastic reworking, and it’s now for sale.

However, the second goal is a work in progress. As I described some time ago in this post, the players took their characters in weird directions and turning them into Desk 17 pregens is not quite as straightforward as I hoped.

Luckily, the last goal was a total success – I had fun, and the players told me they also enjoyed themselves. (They were certainly very engaged.)

It also took us a lot longer to solve than I expected. We took 11 sessions to play through, which, given we are easily distracted, probably meant about 16-18 hours of play, which is pretty good.

Other London lore

I also learned a few things about Other London.

Desk 17’s offices: We decided during session zero that Desk 17’s office was in the old London Necropolis Railway station building on Westminster Bridge Road (above the cafĂ© and bookshop). I didn’t know that was a thing, but you can read about it here. (It led to a lovely moment when they brought in a witness who thought their offices were so cool!) The office stairwell is haunted by a spook who appears to be feeding on the magic of one of the PCs – that can only go badly.

Vampires and their reflections: "Can I see her reflection in the polish?" made me wonder about vampire reflections. I decided there and then that vampires didn’t reflect in silver-backed mirrors, but other reflections (puddles, chrome, modern mirrors) were fine. And the same for cameras – they show up on digital cameras but not wet film.

Vampire servants: One NPC in the investigation has a prolonged life because they drink vampire blood. I decided to keep the exact benefits vague – it depends on who you drink from and how often you drink.

Vampire funerals: What does a vampire funeral look like if vampires don’t explode in a shower of dust (and in this investigation, they don’t)? I created a vampire family plot.

Folk songs: As part of session zero, the players created the EFDSS as an ally. They visited the library and found an old folk song that told the story of a fae gang who burnt down a windmill that was blocking their view of the sunrise, killing everyone inside. That’s the first time I’ve dropped clues and history into a folk song.

Aspects-only Fate

I run Other London using Fate Accelerated. Not that we lean hard into its narrative approach, but because I find Fate to be a simple, lightweight system that is fine even if your style is mostly trad (as mine is).

However, I’ve found myself irritated by approaches recently, so I thought I’d give aspects-only Fate (from page 26 of the Fate System Toolkit) a try. In essence, a character’s aspects give them a +1 to rolls where they apply. +1s are cumulative.

I liked it. Typically, players rolled the dice with a +1 or +2 bonus instead of their usual +2 or +3 with FAE. It toned down their power and made more rolls uncertain. (I usually set the target for an overcome roll at +2, making rolls more chancy.)

Having said that, we didn’t roll dice very often – maybe two or three times a session. We only play for two hours (often much less as we are easily distracted by other things) and don’t roll many dice (lots of conversations with NPCs, but they rarely need dice).

I also tweaked a couple of other things.

Rather than refresh fate points to three each session, I’ve started them all with three fate points, but they only refresh one each session. (They can still earn them through invokes as normal.) So this means they can’t spam them as much as they might otherwise do.

In practice, this didn’t have much effect – nobody ran out of fate points.

My other change had no impact, largely because we didn’t get into combat. Instead of the usual (slightly counterintuitive) FAE stress boxes, I was going to cut them down to three single-use boxes. That would have made the PCs less robust in a fight, but we didn’t actually have a fight (the investigation’s climax resulted in a standoff in a park, but we didn’t break into combat).

The Dead Undead

I’ve put The Dead Undead onto DriveThruRPG and Itch – and also created bundles on each where you can get everything Other London related at 50% off.

Other London: The Dead Undead on DriveThruRPG

Other London: The Dead Undead on Itch.io

The Orphan Room

I’ve started the next investigation, and I know it’s called The Orphan Room. I sort of know what’s going on, but I haven’t worked out the details.

Time to get my thinking cap on.

Monday, 2 September 2024

The Dormant Accounts

I was listening to Writing the Universe (BBC Sounds) and Robin Ince was talking with John Lloyd about The Restaurant at the End of the Universe. They played a clip from The Hitchhiker’s Guide to the Galaxy which talked about depositing 1p in your own time and using compound interest over billions of years to pay for your meal at Milliways. And that made me think that if that was the case, there would be bank accounts here and there, slowly accumulating interest.

And then I wondered what that would look like if you stumbled on some of those accounts today. Then I wondered what sort of story you might generate from that, which is when I decided to turn it into an Other London idea.

As I didn’t have the answers, I decided on a faction. (I have no idea if or how this will ever make it into a game, but it’s a fun idea to noodle around with.)

Trent & Rochester & Associates

Concept: Legal firm managing the estates of the dead

Trouble: A troublesome heir who wants what’s rightfully theirs

Goal: Maintain the accounts until their owners return

Trent & Rochester & Associates (“the firm”) is a small firm of lawyers specialising in managing the investment accounts of those “no longer around” (a euphemism) to manage them. The accounts themselves are held in banks and other financial institutions. The firm merely manages them. The firm does not disclose how many “clients” it has, but charges handsomely for its services.

At least one account has been managed by the firm since it was founded in 1766. The firm has reportedly managed many others for over 100 years. These are not ordinary accounts.

Trent & Rochester was founded in 1766 by Thaddeus Trent and John Rochester after they graduated from Cambridge. They set up business in London, providing discreet financial services to specialist clients. In 1812, shortly before Mr Trent died at sea, the firm changed its name to Trent & Rochester & Associates. Rochester welcomed a new associate, Thomas Taylor, shortly after.

Since then, the firm has only ever had two partners. Currently, these are Timothy Thwaite and James Rochester (no relation).

Mr James Rochester (no relation): Wealthy aristocratic lawyer, partner in Trent & Rochester & Associates, skilled bureaumancer, recluse

Awesome (+4) at: Probate law, investment law

Skilled (+2) at: General law, bureaumancy, knowledge of Other London factions, wine, 

Bad (-2) at: sports, youth culture

Stress: O O

Rochester went to Harrow and studied at Cambridge. He spent ten years working in the City for a variety of investment bankers and law firms, where he was a promising high flyer. However, in an unexpected move, Rochester joined Trent & Rochester & Associates. Since joining the firm, he has become a recluse and no longer sees his family or old friends.

The inheritor

Seraphina Black is an art student studying at West College London. She has learned that her great-grandfather, Peregrine Black, was extremely wealthy and that his assets should have been hers – but instead, they are held by Trent & Rochester & Associates.

Unknown to Seraphina, Peregrine was one of the original members of the Golden Dawn. Peregrine was a Seer and predicted the rise of modern technology. His account includes detailed instructions for investing his wealth - for example, his last instruction was to invest in "Googol" in 2005.

Seraphina Black: Streetwise art student, I’m older than I look, I grew up in Tower Hamlets – of course I’m carrying a knife, I may have latent Seer powers inherited from my great-grandfather

Skilled (+2) at: Art, London street culture, surviving and scavenging, scrapping 

Bad (-2) at: Following rules, listening to my parents

Stress: O

Questions

  • Who owns the accounts?
  • How many accounts are there?
  • Will they return? If so, when?
  • Why do they need so much money?

Information, rumours and lies

  • The firm only ever has two partners, and its “associates” are little more than fake identities for Trent and Rochester (unliving immortals who take different names over the centuries)
  • Clients include vampire lords, angels, sleeping fae, or King Arthur
  • Isambard Kingdom Brunel had an account with the firm
  • The firm steals money from “dormant” bank accounts – there are no clients
  • The firm is struggling with anti-laundering laws and needs computer specialists to help with modern accounts
  • Some old accounts have been recently closed

Location: One Canada Square, Canary Wharf

Enemies: Modern banking laws, HMRC, The Order of the Gilded Reflection

Allies: The City of London, Lord Slyke, Lord Boston, The King of the Tangled Wood


Monday, 18 December 2023

Changing my mind – Fate

Last time I talked about the change I’d make to Fate Accelerated – I’d add a seventh approach, Charming.

Vodkashok pointed out some errors in my thinking on The Tavern discussion forum (where, through the magic of Interwebs, my blog was automatically posted).


He wrote:

I'd humbly suggest falling back onto my old favourite Fate Accelerated adage - Approaches say how you do something, not what you do. So each one can be applied to anything. So, if you are trying to charm someone

Quick - rapidly bombarding the listener with words, not letting them get a word in. Literal fast talk

Forceful - power of charisma or fear, like a drill sergeant

Flashy - a staged performance, ala Donald Trump

Careful - slowly and steadily picking your words to make the most impact

Clever - long words, complex sentence structure, introduce some Latin phrasing and the occasional 'Whaar!'

Sneaky - Laying down linguistical traps, boxing someone into a corner where they cannot do anything but agree, the weasel words salesperson

He’s right, and that’s helped my Fate Accelerated thinking.

How you do it, not what you do

Vodkashok is right to remind me that approaches are how you do something, not what you do.

It seems odd that I had forgotten that, as when I teach Fate Accelerated to new players, that’s exactly what I tell them: you tell me what you’re trying to do, and I’ll tell you which approach that is.

Can you forcefully charm someone?

But I’m not sure about all of Vodkashok’s examples (they appear to be persuading someone rather than charming them), but it’s a good example of how something like persuasion works in Fate Accelerated. 

And “charming” might even be part of your high concept aspect, allowing you to spend a fate point to invoke it for a bonus. Or it could be a stunt.

How do you charmingly open a door?

Thinking about it further, charming doesn’t work as an approach because it’s so limited. How would you “charmingly” open a door or drive a car? You can’t. It doesn’t work.

Now, I’m not sure that every approach should be used in every situation (I probably wouldn’t let someone forcefully charm someone), but adding niche approaches probably isn’t the way to go.

So, I won’t add Charming to Fate Accelerated after all.


Monday, 11 December 2023

What would I change about my favourite RPG system?

While I participated in RPGaDAY back in August, I found the questions a bit frustrating as I would have liked them to be more reflective.

As I was going through the month, I came up with a few questions I would like to answer. This is one of them.

What would you change about your favourite RPG system?

My favourite system, the one I find easiest to run and play, is Fate Accelerated.

I find Fate Accelerated absurdly simple. Characters are defined by:

  • Aspects (“Hotshot pilot” “Rugged archaeologist” “Bull in a china shop”) which are always true. (Aspects can be applied to anything.)
  • Approaches – how the character does things. Approaches come in six flavours: Forceful, Quick, Careful, Clever, Sneaky, and Flashy.
  • Stunts – special abilities that work in certain circumstances, often giving a +2 bonus to a roll.

There are no skills – if you want skills, you should use Fate Core or Fate Condensed. (But I’m not a fan of Fate’s skills list, as I mentioned in my Fate of Cthulhu writeup.)

Doing stuff

So, to do something in Fate Accelerated, a player rolls four fate dice and adds the relevant approach. If they are smashing down a door, it’s probably Forceful. If they are picking the lock, it might be Careful.

The difficulty with approaches

Sometimes, I find it tricky to work out which approach should be used. Clever and Careful often seem to have an overlap. I don’t worry too much, but if I’m struggling, I do two things:

First, I consider what the result will be (and what might happen if they fail). If the player is carefully defusing a bomb, then that suggests a methodical approach. If they fail, they’ve probably taken precautions against taking too much damage. But quickly defusing a bomb suggests a certain recklessness.

Second, it’s sometimes helpful to think of the approaches as D&D attributes. While this works for Forceful (Strength), Quick (Dexterity), and Clever (Intelligence), this doesn’t work so well for the others. (This doesn’t work for every case. If a PC was trying to intimidate an NPC, I could imagine them rolling Forceful.)

I guess I could argue that Careful might equate to Wisdom, but I suspect that the blurriness between Clever and Careful is like that between INT and WIS.

But there’s no approach in Fate Accelerated equivalent to Charisma or Constitution. That’s fine for Constitution – there’s no need for a “healthy” approach as that’s covered by stress boxes and consequences.

But Charisma? That’s the bit in Fate Accelerated I miss. My players often try to befriend or get to know NPCs, and I find the approaches let me down in Fate Accelerated. So, I’d like to see a “charming” or “charismatic” or “likeable” approach for social situations.

Just one change

So that’s the change to Fate Accelerated I’d make: a seventh approach – Charming.

Wednesday, 15 March 2023

AireCon 2023

So last weekend was AireCon 2023 in Harrogate. This year it was even bigger, which meant it was in the larger halls. I was there for three days. On the Friday, I ran two roleplaying games; on the Saturday I popped in to play games and catch up with friends; and on the Sunday, I was there with family. (Previous AireCon reports here.)

At the entrance to AireCon with Megan on Sunday

Friday

Friday was exciting because of all the snow that had arrived overnight. It didn’t last long but caused some travel chaos. I caught the bus, so I just had to contend with some slippery pavements, which I navigated with care.

I ran Perfect Organism (for ALIEN) and The Bone Swallower (for Fate Accelerated) and had time to wander around.

Perfect Organism (game files here)

Perfect Organism is my ALIEN cinematic set in a W-Y station in orbit above LV-426. The USCMC are investigating the loss of the Sulaco (from Aliens), and, well, things don’t go according to plan… Perfect Organism sold out before AireCon, so I knew I had five players. This would be my first time running it with all five players – my previous runs each had three. I was interested to see how the additional characters changed the scenario. I had expected everything to take longer, but to my surprise, we took less time than before.

This time, the players never made it out of orbit. That’s because one of the new characters shut down any suggestion that the PCs head down to LV-426 itself. Had they gone down to LV-426 (as earlier groups had), the game would have lasted longer.

It didn’t matter – the players seemed to have a blast. They leaned into their conflicting agendas – for much of the time I just sat back and watched them.

My favourite moments were the number of excuses the lead scientist had for keeping the investigators from looking at anything too deeply. She was so inventive – “There’s always a reason,” said one of the others.

Me and most of my Perfect Organism crew

Finishing earlier than expected gave me time to chat with Graham (the organiser and someone I know from Furnace), grab some lunch and a pint of beer, and buy Ivan Brett’s two books, The Floor is Lava and Bored? Games!

The Bone Swallower (more info here)

The Bone Swallower is the adventure in my Other London: Desk 17 setting book for Fate Accelerated. Again I had five players. (I’m normally wary about running games for five players, as I find it difficult to ensure everyone has enough spotlight time. But from what I can tell, I think I got it right at AireCon in both games this year. Although I may not be the best person to judge.)

My players knew of Fate, even if they hadn’t played it before. Except for one – for whom this was their first time roleplaying! While they were hesitant at times, they soon got stuck in and played along with the rest of them.

Five players is a bit much for an investigative scenario (it can feel like the players are going in mob-handed at times), but we split the party when we needed to, and their investigation took a different route to previous runs.

(It also changed one scene dramatically. Previously, there’s one scene where I’ve seen players be a little tentative. This time, convinced they had found the suspect, they went in hard and fast and quickly overpowered the bad guys.)

My favourite bit was tracking where the missing Iona had gone – using an eyewitness and traffic cameras to find the van. Nobody’s tried that before, so I was thinking on my feet.

Again, it felt like a successful session, and I felt pleased.

With my Friday duties finished, I headed back to the bus station.

Over tea, after telling Mrs H about the convention, we played Licence Plate Sentences from The Floor is Lava (but we grabbed some random letters as we were in the kitchen rather than in the car). Mrs H is so much better at it than I am!

Saturday

Overnight, I dreamt that Taylor Swift had written a song about an unpopular D&D setting she really liked. I think it was pretty good – but I can’t remember anything now. Mrs H suggested it meant I had had a good time yesterday, which was hard to argue with (although I don’t play D&D…)

Anyway, I hadn’t originally planned to be at AireCon on Saturday. However, the snow prevented the planned visit from the in-laws, so I was free to brave the bus into Harrogate again and I was there by about 11.

Saturday was a day of catching up with old friends and playing boardgames.

Games played:

Star Wars: The Deckbuilding Game: A Star Wars-themed Star Realms, with a few twists. Maybe if I didn’t have so many Star Realms cards, I would be interested in it.

Letters from Whitechapel: I played this twice, a hidden movement game along the lines of Scotland Yard where one player tries to avoid capture by the others. Three of us hadn’t played before, but we picked it up pretty quickly. I was an investigator in the first game, and we caught Jack (the villain) before he murdered his second victim. As that was over fairly quickly, we played a second game, and this time I was Jack. I won on the last turn, but goodness, it was stressful! I was exhausted at the end. (One of the other players, who’d played before, said it was one of the best games of Letters that he’d played.)

I found this game by spotting a lightsabre – the system AireCon uses that lets players know that people are looking for more players. It’s a great system – and along with the area where you can linger if you’re looking to play a game means nobody should be looking for a game for long.

King of Tokyo: I entered the AireCon King of Tokyo tournament at the last minute. (I was nearby as it Cwas setting up.) I was knocked out in the first round – the winner of our table obviously loved the game and was a worthy winner.

Other moments of note included chatting with gaming pals and telling Ivan Brett (author of The Floor is Lava and Bored? Games!) about Freeform Games. I cursed myself for not having a business card with me…

Sunday

Over breakfast, we played the gloriously silly Brian? Brian! From The Floor is Lava. 

Anyway, Sunday was family day for me. I had deliberately avoided the demo and playtest areas so far as I knew I would likely spend time there today with my family (my daughter Megan, brother Phil and nephew Jack). And that’s what happened.

Megan at the AireCon sign

We had a lovely time – games played included:

7 Wonders: An Asmodee demo (some cards removed, I think). I knew how to play, but it was new to the others. However, they all liked it, and Jack won. I like 7 Wonders, but I don’t own it because it needs 3-7 players, and I won’t get it to the table often enough. (Lots of my friends have it, though, so I get to play it when I see them.)

My shelfie: Build a point-scoring bookshelf. I won this. It was okay, but nothing to write home about.

Silly selfie while playing My Shelfie

In the footsteps of Darwin:
I played this with Megan and came last. Megan was pleased to beat me. Gorgeously illustrated tableau-building game. Not too heavy. A game I’d happily play, but not one I need for my collection.

Taco Cat Goat Cheese Pizza: I was terrible at this – a crazy loud snap variant. Jack won, and I definitely lost. Megan wanted a copy as she knew her friends would enjoy it. Unfortunately, the copy she bought was the FIFA version, which she wouldn’t have chosen had she realised. So she’s going to tailor it.

Cobra Paw: Roll dice and take the matching dominoes. I thought I’d be rubbish because Megan’s so good at pattern-spotting (she thrashes me at Dobble and Panic Lab and Set). But Phil won, and I came second. Not too bad for the old folk.

Scout: Phil was looking for a game to play at restaurants, and after asking around, we tried Scout, an intriguing trick-taking game. It fitted the bill, so he picked up a copy. (I often put Timeline or Red 7 or No Thanks or some dice for Perudo in my pocket for those situations.)

It was then time for us to head back, so that’s what we did.

Loot

I was fairly restrained at AireCon—my loot is shown below.

Airecon loot - small by many standards

I’m very happy with the books and counters, and Megan is happy with Taco Cat Goat Cheese Pizza (despite the FIFA branding). The freebies are fine:

  • The extra card for Dixit reminded me to get it to the table more often.
  • I’ll give the Ticket to Ride promo cards to someone who has TtR: Europe.
  • Megan and I played with the Dobble, Time’s Up and Cortex cards when we got home. Dobble was fine—she beat me as usual (we have a set), and she’s taken the cards as a portable set to play with her friends. She also beat me at Cortex (which neither of us liked). Time’s Up might have been fun (like Articulate but with some twists), but we only had the two of us, and there were too many pop culture people that neither of us knew.
  • The King of Tokyo character was a freebie for playing in the tournament, and Megan has taken that for a friend who has the game.

Gloom of Kilforth tempted me—but I need to do some research first. Megan was more interested in the upcoming version, Call of Kilforth (pirates!), so I may get that when it comes out.

I was also tempted by Earth Rising, a new cooperative game about making the world a better place (fighting poverty, solving climate change, reversing biodiversity loss and so on). It’s a great message, and the game seemed interesting. Maybe if there had been a copy to buy, I would have walked away with it. But only maybe – I don’t know how much overlap there is with the upcoming Daybreak (which focuses on climate change).

I was also tempted by the journalling RPG Be Like A Crow, which looked beautiful. But I already have (and don’t play) Thousand Year Old Vampire and I don’t suppose Be Like A Crow would be different, and I don’t need more games on my shelf to sit unplayed.

(Isn’t it interesting that the games that tempted me are all solo or cooperative? I think that’s because I know I can get them to the table. If I buy a multiplayer game, I’m relying on it appealing to my family.)

AireCon 2023 - final thoughts

Overall, I had a wonderful time. Megan was sorry she could only go on the Sunday – next year, she wants to go on Saturday and Sunday.

I thought the new halls were good. While the smaller halls are much nicer (the large halls are rather industrial - not that anyone notices when they have their heads down, studying the board), AireCon never felt overcrowded, even with the obvious increase in attendees.

AireCon 2023's industrial vibe

And although I would love to do AireCon every weekend, as an introvert, I did find it exhausting. Time to recharge the batteries!

Monday, 23 January 2023

Other London: Desk 17 published!

So I’ve published Other London: Desk 17 on DriveThruRPG and Itch.io.


Other London: Desk 17
(DriveThruRPG or Itch.io) is a modern-day urban horror setting that uses Fate Accelerated Edition. The players play members of Desk 17, London’s supernatural police team. The 72-page pdf includes character creation, pre-generated characters, factions, folk, and a short investigation.

Other London: The Fallen (DriveThruRPG or Itch.io) is a free investigation for Desk 17.

How’s it doing?

Amazingly well, all things considered.

I put the core book up onto DriveThruRPG, didn’t announce it, and came back a few days later to discover I’d sold a small number of copies. It may be a small number, but given that I expected it would disappear into the ether, I’m thrilled.

I've sold one copy on Itch.io, which is better than expected.

Why isn’t it a book?

I’d love Other London: Desk 17 to be a book I can hold in my hand. But doing that through DriveThruRPG means mastering Indesign or Affinity.

I have Affinity Publisher, but I’m finding layout a challenge. Partly that’s because it’s not something I particularly enjoy, but mostly because my laptop doesn’t seem to have enough horses for Publisher, and it regularly hangs.

Maybe it’s not horses; perhaps it’s a conflict. But either way, it’s making laying out work much harder than I want.

But I’ll get there eventually.

What comes next?

Next, I’m getting Murder of a Templar finished. That’s the next investigation (and my favourite). The text is finished, but I need to sort some art. With a following wind, I’ll get it done by the end of February.

I have also realised I could do with a Desk 17 worksheet, for answering the session zero questions about Desk 17. So I’ll sort that out as well.

After that, I will start on The Orphan Room, which is currently a pile of notes. I haven’t run it yet, so it’ll be a while before it’s in a state to be published.


Wednesday, 4 January 2023

Other London: Desk 17 - status report

 I’m heading rapidly towards the finishing line for my Other London: Desk 17 RPG. 

Other London: Desk 17 is a modern urban horror RPG, where the PCs work for Desk 17, an obscure part of London’s Met that investigates magical crimes. So yes, it’s a bit Liminal and a bit Rivers of London, but also neither of those.


Assuming all goes to plan, the book will be 6x9 and around 80 pages long. There will be a bit of background, details on character creation, some pregens, lots of factions and NPCs, and a short investigation. Further adventures will follow. I’m using Fate Accelerated, which simplifies the system side.

I’m deep in layout at the moment. I have Affinity, but I’m struggling to use it on my laptop (it keeps crashing – I don’t know if that’s a conflict or if I have insufficient memory). So for the time being I’ve reverted to laying out the book in MS Word. That means I can’t upload it to DriveThruRPG, but I should be able to use Lulu. Either way, the pdf will come first – with luck by the end of the month.

NPC portraits

Artwork has been a challenge. Other London has been a labour of love. I’m not expecting much of a return, which rules out paying for artwork. But I like having artwork for NPCs, and Other London has a lot of NPCs.

So I’ve embraced AI art – in particular, Artflow.ai. Artflow lets me create portraits for everyone. They’re not perfect and can look samey, but I rationalised that by thinking that every artist has their own style – this is just artflow’s. 


One thing I like about artflow’s portrait creator is that you can tweak the results – turn the head, age them, and change their expression. The results can be a bit odd sometimes, but I’ve quickly been able to create portraits for all the major NPCs.

Other artwork

For other artwork, I’ve taken free-to-use images from Pexels and massaged them a little in paint.net.

Pregens

However, I have a dilemma for the pregens. I’ve created five pre-generated characters – they’re the ones I use at conventions when I run a Desk 17 one-shot. I’ve created them so they’re customisable – much like a PbtA playbook. So each character has options for their aspects, and they can choose different NPCs as their contacts.

And I want the players to choose their gender. But that means I can’t give them character portraits.

Current pregen design (character sheet design isn't my strong suit!)

I’m aware, however, that they would look better with portraits. But they wouldn’t be so useful at the table.

So I’m torn. I need to decide before too long.


Monday, 14 March 2022

Airecon 2022

So last weekend found me spending two days at Airecon 2022, the friendly boardgame convention in Harrogate. I’ve been to four or five Airecons—the last one was in 2020 and was the weekend before everything locked down because of the pandemic. (Previous posts here.)


Airecon was my first big event since lockdown. I’ve done a few things since then, but nothing on the scale of Airecon and I was shattered by the end. And I was there for less than 50% of the time…

On the Friday I played a few demos, chatted with some old friends, and ran some Fate Accelerated. On Saturday I attended with family (my daughter, brother and nephew) and we played games. I didn’t attend on the Sunday.

Boardgames

We played a load of demos and games—these are the ones that stuck with me.

Moon: I played two demos of Moon, the forthcoming game by Haakon Gaarder and published by Sinister Fish (and coming to Kickstarter in May). Moon completes a trilogy of games with a similar look that started with Villagers (which we really like) and continued with Streets (not such a hit with us, but I should give it another chance). In Moon, you are running a moonbase, and it’s a drafting game much like Seven Wonders or Sushi Go.

As I don’t have either of those in my collection (and given that Megan enjoyed it when she tried it on Saturday), it seems likely that I’ll back the Kickstarter.

Trek 12: Trek 12 was Megan’s favourite game—rolling dice and creating chains or groups of numbers. I found it surprisingly tricky, and Megan well and truly thrashed me. She bought a copy (and is playing it as I type this).


Sagrada
: I enjoyed Sagrada, a dice-placing game about stained glass windows. I won the four-player game we played, but Phil picked up a copy, so no doubt I’ll be playing it again.

The Aurors

On Friday afternoon, I ran The Aurors, my Fate Accelerated adventure of hunting dark wizards in the world of Harry Potter. I had five inventive players who came up with lots of suggestions. None had played Fate before, but they picked it up pretty quickly.

I started the game with a Setting Grid and questions (as Backstory Cards). I could tell the players hadn’t done anything like that before, but they embraced the concept, and we used several ideas during the adventure.

The players clearly knew their Harry Potter and came up with loads of great ideas, including:

  • Asking if the first victim’s ghost was around. A Fate token made that so, and they got key clues much earlier than the previous times I’ve run it.
  • Rather than fight the acromantulas, the animagus changed into one and spoke to them instead. That was great—during character generation I told the players they could choose stunts and other aspects of their character during play, and this was a great choice.
  • The plot involves a powerful wizard’s wand, and one player had an idea to go to Ollivander’s and see if there was a twin, and whether it was available. Again, another Fate token spent, so I gave them the twin wand (a special +2 stunt).
  • They looked up Aberforth as an old member of the Order of the Phoenix.
  • And they posted lots of ministry guards—but of course, Lucivere cut through them like a hot knife through butter because the PCs are the heroes of our story.

I think my GM-ing was okay. I ran with their ideas which meant deviating from my notes now and again, but we ended up with a big battle at the end during which they defeated Lucevere Razorblood, dark wizard and Dementor inventor. We took about three hours, all told, which was about right.

You can download The Aurors here and I wrote about it previously, here.

Overall

I like Airecon. Next year I’ll try to run more than one RPG—but there’s so much going on that I don’t want to spend my whole convention in the RPG room.