2016 Gaming Year

Many of my highlights are already held on my blog below. I post infrequently, but I’m glad I setup to capture some moments and drop into a little more detail away from the frenetic pace and immediacy of social media.

My overview is Sweden. It’s all about Sweden, if it not be Symbaroum, it is Coriolis or Fate of the Remnants or Trudvang Chronicles. My other inspiration this year have been two lightweight game frameworks, Powered by the Apocalypse and The Black Hack. The Impulse Drive preview has also got my juices flowing and will run this at Revelation, a gaming convention that I have setup for 2017 to showcase the variety of PbtA games out there.

I seem to like to create gaming spaces for people to get together.

Heroic Fantasy, my Black Hack based game has opened up lost worlds of D&D that simply passed me by in my lengthy and continuing sojourn with d100 and other games. They have all re-emerged as PDFs on Drivethru and along with Frog God Games I have dipped in my toe. With Cameron getting the 5e Beginners Box, how long before we are all playing D&D? Not sure, I want to approach via a yet lighter game and so will explore with Heroic Fantasy. But how? I’d maybe get traction on Thursday nights, but might find expression with my young lad and his mates.

This was the ‘waiting for Modiphius 2d20 games’ year. I’ve lost interest in the Kickstarters and in the series of wildly over optimistic deadlines. I look forward to maybe getting something out of them during 2017. The system looks way too heavy and clunky for me, but I’m locked in to try and make it work and will use it in anger during the year and possibly right for my Thursday night group.

As 2016 slithers off I bubble with enthusiasm for Fantasy Flight Games Star Wars RPG, a trindie delight with amazing production quality. I’ll succumb for an early 2017 story.

I shall run some more games next year and play many. I’ll publish a couple too.

Good times.

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Conan – Adventures in an Age Undreamed Of

And lo, in the time of Kickstarters, I did succumb mightily, and parted with many coins for Modiphius’ new 2d20 based Conan Roleplaying game. So it is, after an age undreamed of, they have, eventually, released a Beta PDF of the core book to backers. The game is not quite there yet. Some more art and tweaks required, including another round of proofing, but it is close, and should be printed and out into grimy hands earlyish in 2017. Here are some of my reflections on the book and the underlying game system that will drive the action.

The Conan property attracts lumbering heavy handed systems to emulate the quick fire and explosive energy of Howard’s writing. I don’t know why. Barbarians of Lemuria captures it all perfectly. So, although heavier than I would usually put up with these days, we’ll get to the bottom of it and get it working.

Here’s the Beta of the online character generator:  http://conan.modiphiusapps.hostinguk.org/

The book is going to be very lovely, well laid out and clearly put together in physical form. One glaring niggle is the introduction of many rule based details before the rules are explained. On a first read through in page sequence you simply have to ignore some stuff trusting that it will start to become clear when you get to page 97!

As expected there is more fine grained detail than I would choose in a game these days, but I’m going to say that I like what I see. Characters are formed of 7 fairly familiar attributes and a fairly manageable list of skills. Skills have three dimensions. An expertise level, used when calculating what you need to roll for success, a Focus, which provides the range needed to get extra successes and Talents, which are set out as a tree of extra facets within each skill. More than usual, but well laid out and look manageable. The talents are not especially overpowering, providing for re-rolls and small bonuses in thematic situations. So far I see them as nice tweaks, but they also open up new avenues for characters (perfidious sorcery, I’m looking at you) and help to individualise your character. I have this feeling that there will be extensions to the Talent trees with all those source books, so I’m likely to lose track of things as the game weighs down with pages. I expect that all of this is ignorable if you want to focus in, but I think rolling with it and spooning them onto the game will be part of the experience.

Character generation can take a number of methods. Careful crafting and selection through to go with the dice and random are both accommodated with balances between the two as you wish. I like the way that each stage also builds a lifepath and story, providing you with someone a little rounded and ready for play, rather than just a list of numbers and abilities.
So far so good.

Rules next…

The game is simple at core, with a range of layered twiddles that I will forget without the most cunning of contrived GM summary documents. Tasks are defined as Attribute + Expertise for the core difficulty number to roll equal to or less than by a number of d20 in your pool. Tasks either have a set difficulty number or one set by an active opponent. This increases the number of successes you need from your pool. D1 is a default difficulty of one success needed.

Your pool is 2d20 as a base. GM and Player can increase the number of d20 in the pool using the dynamic resource pools used in the game:

  • Momentum – when you roll more successes than difficulty you gain momentum. This is either spent immediately or provided into a group pool (er, I think). This spend includes adding in more d20 to a future roll. There is a list of things to spend momentum on, including the notion that you can make extra things happen by spending it with a flourishing narrative. Momentum declines by one per action round, so it dissipates as time progresses.
  • Fortune – hero points which provide auto successes and other life savers.
  • Doom – the GM equivalent to Momentum that powers up the NPCs and gives the GM extra options to endanger the PCs.

Action scenes operate in similar vein to other simulatory games, with combat rounds (PCs go first unless Doom points are spent) and each spending a Standard, Minor and multiple Free actions.
Damage inflicts stress which returns quickly, but enough stress creates, Harm which translate to wounds and lasting trouble.

Weapons and Armour have ‘Qualities’ that tailor there use and provide them with advantages and disadvantages in use. I can see these bedding in during play.

Hit locations seem a but unnecessary but allow for more detail in combat and for varied armoured characters to be hit in the right or wrong place.

I think this is all fairly workable, if slightly heavy. Beads for pools essential. Feels like the sort of
game that you could run at a convention or at the home group, but would value from proper online support (which I think the Kickstarter is covering) to manage the moving parts. Hangouts and a diceroller doesn’t feel like quite enough when you have a couple of main fluctuating pools to manage.
My play experience is restricted to running a couple of sessions of the Quickstarter. Now that I have the full game I can appreciate all the more what a good job it did of introducing the game. Most of the core of it is there. During that playtest we found that by about the third action scene we had got on top of the mechanics reasonably well. Some of the ambiguity of the Quickstarter (I’m thinking of shields) have been clarified in the main game.

Overall I’d say it looks playable, especially for campaigns. You can get a group running with it over a standard 4 hour convention slot, but you’ll need to be in tutor mode for half the game and build in layers of complexity (or discard) as you go.

Sorcery is next up…

Sorcery has be imbued with the appropriate menace and damnation, dissuading happy go lucky adventurers to dabble in these perfidious arts. There’s a lot in here. We start with alchemical creations and other minor enchantments including talismans, poisons and application of the lotus. Then we are falling into the ultimately cursed talent tree for sorcery, either taking the path to barter your soul and perhaps a form of eternal life, or head towards enchantment and binding. Either way if you follow the talent tree you will be on a dangerous and reviled path, guided by a shadowy patron or three.
Spells are learnt and cast using the Sorcery expertise with Willpower, with a continual option to turn the test into a battle for heinous consequences. Human sacrifice is greatly efficacious, but not thought to be worthy of the dabbling player character, so there is some hard stares and finger wagging in the writing at this point. Spells are grouped into a dozen or so generic affects from Astral Wanderings to Summon a Horror and Venom of the Wind. With spell difficulties and Momentum and Resolve spend. Each of the spells have many types and effects within. We get a good evocative range with GMs lightly caressing ‘Dismember’ and the ‘I Will Take Your Heart’ use of it. The elements, the dead, the power of form and weather can all be at your beck and call. Not much sign of Cure Light Wounds I’m glad to say, so a good constitution, healing arts and poultices will be needed to keep you on the road to glory.

Chapter 8 gives us a very nicely put together summary of the Hyborian World. A scholarly rendition of the ‘Mysterious Hyborian Age’ assures us we are heading into the authentic experience. What we get is a meandering journe through the realms following in the footsteps of Conan himself. These realms will be expanded on in the numerous sourcebooks to come, but there is enough here to get you started with some flavoursome text and guidance to the analogies that each kingdom loosely represent. The Mongoose ‘The Road of Kings’ supplement is still kicking about and made available to Kickstarter backers, so we have lush text to draw on even as the core book lands with a thump sometime next year.

Chapter 9 provides lengthy guidance on running the Conan RPG. Some of this is familiar, drawn from the established canon of good GM tips, whereas others focus on the specifics created by the mechanics of 2d20. Momentum, Doom and Fortune all get some extra treatment to help the GM use them effectively as pacing mechanics.

Adventure design the Robert E. Howard way gets a lot of treatment. A series of questions are asked and guidance provided on how to answer them in the construction of your adventures. It’s worth reading, even if you think you know the answers. Old dog brother that I am, I found the guidance within helpful. You want your Conan adventures to be full of the lusty power and themes that Howard so powerfully presented in his writing. A few pages are further devoted to the link with Lovecraft, the weird and the pessimistic and fatalistic world view that permeates Howard’s view of existence. The Outer Dark may well find its way inside, into the heart of your adventures. It is also a time of forgotten science and learning from back in the distant past of the days of Kull in the Thurian Age. More of this will be layered on in future supplements.

Who the player characters are, and how they bind together is also given quite a lot of coverage. Again, the question is posed: what would Howard do? I must say there is a faithfulness to the text, a desire to cleave to the vision and outlook of the inspirational author. If you want your own inspiration then get yourself on the 2d20 Carousing Events table to see where simple downtime might take your character’s story.

The experience point system feels a bit tacked on. At moments in time determined by the GM, XPs are doled out with the usual wobbly guidance on performance rewards. These get spent on increases in various generated numbers. Wealth gets the derisory treatment that Howard would of approved of. Gathr your coin and grow your Renown, so that you are recognised, feared and targeted for others gain.

And so to encounters…

NPCs, foes and unspeakable horrors nestle together in Chapter 10, ready to tear your characters apart,

some more impatiently than others. NPC stat blocks are simplified a touch from the detail provided for PCs, but there is still a lot mechanically going on with them. Foes have levels of power from Minion to Nemesis, which governs how easily they can go down and how Harm affects them.
With special powers, advice on group attacks, and structuring encounters, we go into the stat blocks for Mortal Foes, Wild Beats, Monstrous Foes and Otherworldly Horrors. Lots to get stuck into here and more to come in supplements and adventures no doubt.

We get full game statted descriptions of some of the key characters in the Conan stories starting with the Cimmerian himself. Always good to compare yourself with the heroes of the books.
The book rounds out with a full adventure, which looks like a good dunking in the themes and flavour that we have seen in the book so far. Pregen characters are to be provided, though not yet in the beta of the book and we get a character sheet that will be modified further for the printed book. I would have liked to have seen a gathering of the best and most useful of the tables at the back of the book, but coin will be spent on luscious GM screens no doubt, or fevered copy and pasting of the PDF for those with time and inclination. I haven’t looked, but expect ardent fans have already looted the pages and constructed the most virtuous of ‘quick reference’ resources.

Overall I am very impressed with the book and content. I’m fairly predisposed to want to like it as I have gone in very deep on the Kickstarter. I can’t admit to myself that it might be a turkey. It certainly isn’t. Honest and true to the text, I’m still looking at 2d20 with a slightly furrowed brow. Actual play will sort out my view on it. Familiarity, cheat sheets and a laminator will hopefully allow me to make the game sing and fly with urgent and pulsing pace. It might. Possibly.

I’m looking forward to the release and the follow-up sourcebooks. I need to arrange to get some actual play in sharpish and to wheel out for convention play too.

“I live, I burn with life, I love, I slay, & am content.” 

― Robert E. Howard, Conan the Barbarian Omnibus -The Original Stories

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New Car

Slightly counter-culture for me, but I’ve gone out and got myself a really nice new(ish) car. I remember, back in the day, seeing adverts for the new Nissan Qashqai and thinking they looked like rather cool cars. Well, somehow, I’ve got to the point where I can get a good one, and it hasn’t disappointed.

The process of buying it was actually quite fun. Carmel and Cam came with me to offer support. Cam brought a brand new large wooden six sided dice with him, which became our “yes/no” randomiser. Should Dad get the top of the range model with heated leather seats and even flashier alloys? Clatter… “no”! Salesman shoulders slump slightly. He was a good guy and didn’t push whatsoever. He sourced us one at a lower spec but with the panoramic roof option that I couldn’t help but go for.

I have only driven the marvel a number of times, and typing this reminds me that I haven’t officially named it yet. The car is a modern one with 6 gears and buttons for everything except keeping an eye out on the road. Even there it has cameras to help with parking and staying in lanes and eyeing up attractive Nissan Jukes ahead. Cam’s favourite feature is that when you switch off the car (there is no key or manual handbrake…) the wing mirrors automatically fold in. This ticks a very important Thunderbirds box for me too. So far my favourite feature is the bluetooth connectivity to the central system, linking phone and allowing for streaming of music. I’ve put some music on my phone, but a cheap bluetooth enabled player is now on the cards.

The car will be a source of great pleasure for me and the family for some time to come.

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Heroic Fantasy

Sometimes things take a bit of a life of their own. You might think you are in control, but the creative process and the collaboration can breathe such life into a project that the tight reins of control slip and you just allow the thing to canter, wilfully, with natural energy.

Heroic Fantasy is my tweaked, reordered and ‘all in one small book’ fantasy RPG founded on The Black Hack (TBH). I’m currently helter skelter to get to a finished text so that I can get the game into a simple OpenOffice layout so that a real book can emerge. One of my goals was to create a game to play with my nearly 11 year old son and to give the book to him as a Christmas present. I think I’ll miss the deadline but for the best of reasons.

A couple of my gaming chums have given me lots of useful feedback, most of which I’m trying to act on and improve what I have. Ultimately I am not planning to diverge too much from chassis provided by TBH. This brings its own limitations, but despite that I think I have the makings of a cute little game that might catch on a little out in the cloistered world of online tabletop gamers. We’ll see. Perhaps more importantly I certainly have something to enjoy gaming with my son, which was a core design goal.

For those interested in the highlights of additions to TBH, Heroic Fantasy provides an all-in-one package to play fantasy games of melee, monsters and magic in a pocket sized 70 pages.

Find within:

  • Simple game rules – based on The Black Hack, reordered and polished
  • 4 Races – the iconic 4 each with their own twists
  • 9 Classes – full of special abilities and options
  • Background Aspects – personalising characters with signature knowledge and skills
  • GM ‘Fate’ Interventions – a knowing moment to spice up a situation
  • Alignment – because it’s written in the stars
  • Player vs Player – for those moments where it all gets out of hand
  • New spell groups – a mix of new spells and lists for Bard and Necromancer
  • New monsters – a sprinkling of updates and new arrivals
  • Hordes – when waves of monsters threaten to overwhelm you
  • Enchanted Items – more than just a +1 sword
  • Deities – the gods, still breathing, exert their influence
  • An Encounter – a starter situation for your not so innocent 1st levelers 
  • Community bright ideas – some great variations to The Black Hack from the online world  

Everything you need to get started on your heroic quest with the minimum of fuss and enough to support detailed campaign play over many sessions.

More on Heroic Fantasy soon. I should dive into layout by close of November and hopefully have something out on Drivethru before the year is out…

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Furnace XI – Contamination

Only the strong survived. Furnace XI is our annual gaming convention at the Garrison Hotel. This year we were buffeted by the great GM plague, as various ailments and misfortunes beset our trusty stalwarts and strained the programme. A testimony to the quality and flexibility of our delegates, from out of nowhere, there was a flourishing of replacement games, also leaning on our reserve GM system. Safe to say the event flowed brilliantly and everyone had a really top time.

For me…

Slot 0 – Friday eve
A pleasant evening in the bar with Newt, Richard and young Tom, old Tom and Andy. I thought I was trapped in a Brexit/Politics sermon at my end of the table, but the Icon of Mercy drew the conversation away to the main business of the convention: RPGs. Fine company, a couple of beers, and some good game chat, all to the backdrop of a melodramatic murder mystery performing slightly out of sight in the main restaurant.

Slot 1 – Coriolis
This was my hastily prepared game using the recently arrived Coriolis Quickstarter. Thanks to my enthusiastic players and the excellent starter pack we had a very jolly game. I’m loving the Coriolis system, much akin to my own Wordplay rules.

I must say that I’m very much looking forward to the full game, due to arrive around December time this year. There’s little doubt that it will see some considerable actual play. I might scurry off and look at the starship combat chapter that they’ve just put out for comment!

Slot 2 – Toast of the Town
This is my second outing of this delightful free form romp of a scenario. Written by S.John Ross and set in his wonderful, whimsical world of Uresia, we had a completely riotous blast! I used Wordplay 2 again to run through this game and the rules supported the chaos pretty well.

Everybody split up and lots of hasty sub plans were brought into play. If anything this lot were even  more disorganised and gung ho than the last, but this made for some greats scenes and a triumph; eventually. A really lovely set-up and lots of support for a full blooded convention game.

There’s a good chance it will be brought out again.

Slot 3 – Esoterrorists
I played in a predictably excellent Esoterrorist game run by Richard Lock. All photographic evidence is classified and cannot be reproduced here! I played a whispering, quietly spoken and largely calm forensic pathologist. The ending came too quickly and I found myself with an impossible moral dilemma. Even now I’m not sure if I made the right call, but it felt like the only truly human, if not humane, decision.

Reflecting, I’m not sure we could have done much better than we did, but even then there was carnage and loss of innocent life. As harrowing as I wanted to tolerate and an excellent game.

Slot 4 – Star Wars Age of Rebellion
Thanks to Remi for a great game. Lovely to play in a game with Udo and Dorte and also my mate from
Furnace (scours memory for name – fails). We were a mixed bunch and played as a team very well. I was hopeful the Verpine hosts would be crushed by the Empire within about 20 minutes of play, which was probably the wrong thing to think for my ace Rebellion pilot!

Having been inducted into the mysteries of the Fantasy Flight funny dice mechanics by Pete Griffiths, I picked up how they work pretty quickly. In fact we all did. I have to say the game works very well indeed and a good time was had.


Slot 5 – Fading Suns
Yes, we were gaming like it was 1999! I decided to wheel out some ship plan bling and run some of this slightly venerable classic. In Dark Liner we met some contesting factions and other horrors in the cloistered corridors of a blasted liner as it careers away, deep into the Dark Between the Stars.

I still like this game. Opinion on the system is mixed. Most liked it, some thought of alternatives, all thought the setting and themes were fantastic.

A tidy up and post convention come down chat before heading off into the gloom. Despite the tribulations of GM drop outs, this was a great Furnace. I loved all my games, including the ones that I ran (I can be so self critical) and left energised and wanting to play more.

I shall say more of my fantastic gift from Lynn of an industrious, communist, tin, tea mug. There will be pictures.

Next up ‘Revelation’ in February. More on that soon…

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Worlds of Adventure: Fantasy Realms

This is a review of the brand spanking new ‘Worlds of Adventure: Fantasy Realms’ tabletop roleplaying game by Applied Vectors. The first outing, though second edition, of this heroic game series provides the 146 page Player’s Guide, which contains everything needed to create characters for the adventures ahead. The book is available in PDF, softback and hardback from Drivethru. My hardback is on its way.

If you are familiar with Blue Planet, which I’m not, then the brief introduction to the game mechanics will be like a sensual plunge into those balmy waters of ‘Synergy’, as this game uses that engine. More on that in a moment. Just to be clear, you don’t get much in the way of game in this book. The opening section gives an outline providing some context for the characters to come.

Characters are mostly defined by Attributes, Aptitudes and Skills. You start with a power level that essentially governs how may points you can spend in each of the key areas: Everyday, Exceptional and Elite. The example character is an Elite. Unless you are wanting to level grind, or want to play ordinary people in extraordinary situations, you’re going to pitch for the bouncy elite’s with lots of skill and muscles and dice. The ten Attributes and four further derived ones are strewn across the usual physical, mental and magical categories. That’s a lot of Attributes. These are modified by your race, which suggests the usual core of human, dwarves and various elves and gnobbits. The races give you neat starting packages to tailor you from the genetic get go.

Aptitudes are a key part of the game. These are a series of skill groups rated at one of three levels: Average, Strong or Superior. Aptitude examples include things like Artisan, Close Combat, Stealth and Transport. Each Aptitude area has a host of finer grained skills within. This game is a roll and keep the lowest system. Average gives you a pool of 1d10, Strong 2d10 and Superior 3d10. Skills are quite detailed. In Savage or Fate you might find that the Aptitude categories would be the skill list. Instead, for Worlds of Adventure, you’ve got a more detailed list, at a kind of Runequest level, but not as voluminous as Eclipse Phase. Skills are rated at 1-10.

Just so you know, the game is: add an attribute and a skill together, modify by difficulty to give you a ‘Target Number’ and using your Aptitude dice (1-3 d10) roll and keep the lowest trying to get equal or less than the number. Done. You also have ‘Fate Stones’ to spend to give bonuses and cool shizzle.

Skills are acquired through a really nice lifepath system where you pick up origin, background and professional skill packages to build up a list of skills. Along with racial variation you’ve got complete control to create a story concept and find a path that gives you the skill base to reflect your pre-game experiences. The amount you get depends on the power level you are playing with.

The character profile process is a twenty question list that serves to deepen the understanding of the character, their goals, motivations and attitude. It can probably also be used for when you are next putting a profile on a dating website.

We then have 30 pages of magic and spells. This is a pretty good list of whizzy stuff grouped into domains such as Illusion, Transmutation and Evocation 36 pages of equipment covers in step by step detail the prices and capabilities of Ale and Armour to Swords and Sausages. The ‘Adventuring Essentials’ section provides you with everything that a well healed ravager might need whilst out and about in the wilderness. Any game that affirms that a ten foot pole is ‘a surprisingly versatile addition to an adventurer’s kit’, knows where its tropes lie.

The character sheet is a functional series of boxes that I might like to have seen more evocative, if not illusory. One for a home redesign.

At the end you get a tantalising page of all the other core books to come. The Moderator Guide (now a few weeks off as at end of Sept 2016) gives you the core rules of the game and how to slaughter each other. Also promised is a bestiary, big book of even more spells, and a ‘companion’ tome of dug up trivia. Now, it seems to me that you really need the Moderators Guide to have a full game. The blurb states that:


This book covers all the information you’ll need as a moderator for Worlds of Adventure; from combat to creating new magic to wilderness survival, moderation tips and a small bestiary.

For now, we have the free Quickstarter (get it on Drivethru), which gives you the core of the game and enough to get started. I’d probably have liked to have had the Players and Moderators Guides together in one book to give you a core game that you can play in one purchase. The others are fine for add ons.

Nicely written, some good illustrations and layout, a sound little system and lots of options to get you started. I like it. The proof is in play of course and I really want to give it a run out with the Moderator Guide in my sweaty palms.

When I do, anyone fancy a game?

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Pay What You Want Odyssey

I thought I’d rummage around the Traveller OGL world on Driverthru for the evening. There’s a lot going on in this Universal Game Profile (UGP) and it is all very good indeed.

I plunged into the depths of the Cepheus Engine System Reference Document to find a full OGL version of Traveller based on Mongoose 1st edition with just a few tweaks here and there. You get the works, including starship, vehicles and planets. If you are looking for a fully compatible and cost effective access to Traveller then look no further. There is also a Word doc version to toll your own OpenQuest stylee.

Drivethru is resplendent with a rich array of 2d6 SF gaming once you scratch the surface of Mongoose’s over priced official stuff. The Universal World Profile looks to be a revised and adapted edition of the ‘World Creator’s Handbook’ which was previously published under the Traveller SRD licence, now compatible with Cepheus Engine. And what is going on in the Clement Sector? More than colouring in?

I picked up the Near Space, a fully OGL near Sol star map with UPPs to get the juices going for your own near earth SF adventures. Nice.

For those who love their mappage, and don’t we all(?), here’s a free beauty, for the Aventyr Campaign Setting.

Finally, in one of those ‘what’s free and fun looking’ binges, I dipped into some Synergy Fantasy. And why not?

This is the second edition of Synergy Fantasy; rebranded as Worlds of Adventure: Fantasy Realms with a host of additional content, rules addition, revisions and expansions. Synergy is the same game system as that found in Blue Planet v.2 adapted for the fantasy genre. The Test Drive has a streamlined version of the rules, sample characters and a short scenario for you to try them out with.

I’m not familiar with Blue Planet, but this game is a nice looking and elegant foray into fantasy.

There’s such a lot out there, all high quality, and for the price of a PWYW complement.

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Mongoose PDF Pricing

Bah and grumble, the price of Mongoose Traveller PDFs is too high. I am not usually one to moan about game book prices but really think that High Guard is putting their books out of the picture.

$29.99 for a PDF? Nah.

I’m the old demographic who could have generated some positivity and sales for the new rules, but I’m finding them hard to sell given the price tag.

Rock on Modiphius, with Infinity and Coriolis too.

Oh, and Impulse Drive, but that is the subject of another post…

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Continuum 2016

The carousel of conventions continues with Continuum. This is a favourite gathering, relaxed but with plenty of gaming goodness, especially if you bring a couple to run yourself, as demand always outstrips supply.

Here’s the scrum after it has died down a bit. Much looking for games…

Here’s my signup sheet for my Saturday evening Symbaroum game.

And here is the Symbaroum game in play, with the map expanded and acting as a centrepiece.

The game was great fun and held the doom and corruption at just the right level. In contrast the Toast of the Town scenario, set in S.John Ross’ Uresia was a riot of brazen allure, dynamism and good natured investigative banter. I shall play this again at Furnace.

(Note the big map of Trsotig, again acting as a centrepiece.)

Here is my haul from the bring and buy. Decent prices.

I played in Dan Barker’s near-future Heroquest, Robin Poole’s PbtA Shadowrun and Simon Bray’s Mutant Year Zero, all excellent games, bringing my tally for the weekend to five. Good stuff. Much good chat with gaming buddies and an excellent time was had, despite being under the weather with a heavy cold.

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Life Events

In the moonlight of Santorini myself and Carmel got engaged. As I went on one knee, Carmel thought I was falling over, so bent on one knee to support me. Says it all really.

And what a week for Erin. Only goes and passes her driving test and then AABs her ‘A’ levels to get her to Biological Sciences at Leeds Uni. Erin has worked so very hard on both and deserves the achievements. I have had a stupid grin on my face all week.

Connor has finished his work placementt with an excellent presentation and report that has gone down really well. He writes well and is really getting out there.

And Cameron continues to wonder with his photography, his humour and kindness.

I’m very lucky.

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