It’s a mid-October weekend; therefore it’s my annual pilgrimage to Furnace, Sheffield's ttrpg convention.
Here’s what I played.
Saturday
Fiasco (Folly and Fortune)
I started my weekend by bringing Fiasco (second edition). I let the players choose the playset, and they chose the Jane Austen-y Folly and Fortune deck. (Hmm, last year I ran Good Society at Furnace. Am I being typecast?)
I pitched Fiasco because, when it was time to decide what to offer at Furnace, I felt burned out and couldn’t face preparing anything. Fiasco requires no preparation – it can be played straight from the box. And of course, I really like Fiasco – and I get to play as well.
I was slightly worried, as one of the few times Fiasco hasn’t worked was when I played the Fame and Fortune playset at another convention. But I needn’t have worried…
I played Lydia Pembroke, who started the game engaged to Sir Edward Henry St John-Hill (played by Daniel), who painted poodles. Sir Edward was secretly engaged to Elizabeth (played by Fergus) and, during the game, proposed to Samuel (Camille) and Harriet (Becky) as well.
It was a crazy, hilarious game. I ended up married to Samuel (a double wedding with Elizabeth, who married my father), and Samuel ended up trying to murder Sir Henry using an exotic man-eating flytrap.
Mothership (The B Team)
After lunch, I joined a game of Mothership run by James. I played Lt Rook, the old hand, and the rest of the squad was Lt Sutter (Tony), PFC Bridge (Laurence), and PFC Voss (Ric).
The scenario was a simple rescue mission: rescue a scientist (who we accidentally blew up with a grenade; I’m not putting that in my report), deactivate the comms (because bad things were going on), and set the reactor to safe mode (which we failed to do).
(On Sunday, James ran another team through the situation as we had left it – I don’t know what they did, but hopefully they sorted the reactor out.)
Although Mothership is supposed to be deadly, we didn’t have any PC deaths – although it was extremely close at the end. I survived without a scratch by being in charge and sending the others in first.
As for Mothership as a system, I thought it was fine. I’ve run a lot of ALIEN, so I found myself comparing the two games. My preference is for ALIEN with its D6s and agendas, but I’d happily play Mothership again. (The only thing I really struggled with was the slightly vague setting – it felt ALIEN-esque, but did that mean that motion detectors and smartguns? What about shields or lifeform scanners? And how human are androids? A setting sheet would have gone a long way to help.)
Sunday
Offworlders (Routine Maintenance)
Sunday started with Offworlders, run by Steve. I knew nothing about Offworlders, but it turned out to be a sort of PbtA does Traveller/Firefly. I played a smuggler, Kiva, while around the table were Thwart (a thief played by Simon), Garvin (a fighter played by Andy), Lara (a psychic played by Oliver) and Athena (a hacker played by Tom). Yes, effectively four character classes – fighters, rogues, and two types of wizards (hackers or psychics).
Something about the system didn’t quite work for me, though I’m struggling to explain exactly what I mean. It’s a feeling rather than anything specific, but if I knew it better, I would either get used to it or pinpoint what doesn’t work for me.
Anyway, our ship needed expensive repairs, and we needed lots of money, quickly. So after exploring a couple of options, we found a local crime lord and ran some errands for him. Thanks to a combination of good ideas and good rolls, we succeeded without too many problems. Sometimes a plan really does come together…
Monster of the Week (Red Mask)
Furnace finished with a Korean investigation for Monster of the Week, run by Sue. I played The Divine, and my co-hunters were The Spooky (played by Steve), The Chosen (Elaine), The Expert (Tim) and The Exile (Nox). Our monster-hunting gang were Korean rich kids, with hangers-on. I was one of the hangers-on.
Our mystery involved a creepy Korean urban legend about a red-masked woman terrorising schoolgirls. Our investigation involved meeting and placating toilet goddesses (apparently a real Korean thing), social media and a sad suicide. We put the trouble ghost to rest using Big Money, rather than Big Magic or a Big Fight, which felt appropriate if a little anticlimactic.
Despite the monsters, the scariest part of the investigation was the Korean school system…
As for Monster of the Week, I’ve run it a few times, but I find it’s almost too trad for PbtA. I was interested to see how another GM would run it, but it still seemed more trad than the idea of PbtA I have in my head (which has more inter-player conflict – but that may just be me).
Furnace 2026
And that was Furnace 2026. Good games and of course a chance to catch up with lots of old friends, and make some new ones.
I’m looking forward to 2027, although I have a horrible feeling it will clash with another weekend…


