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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Longcon 2

A good time was had by the Symbaristas in the main room. I had setup a quiet corner of the Gaming Tavern for our pre-game preparation and I think, on balance it was worth doing. We arrived with some idea as to who we were playing and what we were looking to achieve.

The game used ‘The Promised Land’ and ‘The Copper Crown’ scenarios which I estimated would fit well for the time. The trilogy provides a setup, a deepening understanding, and an ambivalent and disturbing finale. Just right in the end. I enjoyed the preparation process, even if I was swept away in the Bling Armageddon. The mappage and custom figure flats provided some focus without doing the mini wargame thing. It all added to the beauty of the game.
The story was satisfying through to its uncertain ending. I thought I would like the format and so it proved. We had three good length adventures and two/three character progressions. It was great to have an opportunity to explore the setting in play. It’s rich and we touched on some of the core themes: loss, mysticism, corruption and the conflict with the elves. Some may not like the simplicity of the system, but it is probably just right for me and most of the players warmed to it in play, which is always the right test.
My thanks to my excellent players – Paul and Fil, Jag, Simon and Andy who each gave their all and we gelled well as a group too. You’ll be seeing the Symbaroum banner unfurled at many a future convention.
I’m looking forward to Longcon3. The format is excellent, allowing for a well paced a meaty game without the fuss of slot intervals, we just moved at the pace that was right for us.
Cheers John.


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EU Referendum

It’s been a seismic few days in politics as the UK narrowly votes to leave the European Union. The campaign, bereft of facts or positivity, has been divisive, breaking families and friendships. I was on the losing side, having voted to remain in the EU. My young voting kids also voted remain. Indeed, one of the most telling statistics arising from the vote is that, overwhelmingly, young people voted to remain and, as age categories aged, the vote switched to the leave camp.

I’m watching our political elites implode as a consequence of the vote. Our Prime Minister has effectively gone and the leader of the opposition is facing calls to go due to his lacklustre campaign (I can only agree with the poor campaign from Labour). Already the ‘Brexit’ leaders have demonstrated a lack of vision and leadership; there is no plan now that we have voted to leave. The Brexit lies on the economics were blown apart early in the campaign, but were held onto despite this, only to be accepted as vague aspirations on victory was predictable but galling nevertheless. Obvious lies swallowed by many gullible. Immigration was the touchstone for many Brexit voters, that is clear. Ugly truths given voice.

I am trying to ignore, what I hope is a minority of leave voters, who are now voicing ‘Bregret’, as they hadn’t thought their protest vote would carry the country into financial tail spin. The surge in Google searches for ‘what is the EU?’ after the vote took place leaves me sad and bruised at the ignorance of many of my fellow countrymen. Perhaps most difficult to witness is the xenophobia given legitimacy by this vote. Not everyone who voted Brexit is a racist, but all racists will have voted to exit. I know some good people who voted to exit for other reasons, and I must respect their decision; it’s hard though.  

On the journey to the vote and in the fallout I’ve found out more about the political views of my social and gaming circle. Sometimes I’ve found out things that I’d rather not, and for others confirmed views that I already knew. Facebook isn’t a great place for a debate, as I think we can all agree. It remains a place for me to post pictures of fun stuff and other life events and to find out what some of my chums are up to, perhaps with the occasional challenge. Yes, I’ve unfollowed quite a few over the past few weeks and this morning I uninstalled the Facebook app from my phone. The place has become toxic, so for now I’ll leave it to times that I choose and not need to face it on the commute and at work.

I don’t know where we will end up, but I’m not convinced it will be very good. Personally, it means that I will need to extend the number of years that I must work, my chance of an early retirement is probably gone, but hey, there are worse things.

These musings are from just one voter, they say something about me. There is more I could say, but this will do. I just wanted to place this down as a marker as I look on at the ensuing chaos.

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Symbaroum at LongCon2

Preparations are underway for my full weekend game of Symbaroum at LongCon2 on the 9th and 10th July. I’m really excited to be able to give this game a proper run out and some intense game play.

Diving back into the book after a few months reminds me what a great setting we have here, full of adventure and mystery. I’m starting up character generation, only slightly perplexed by the way you should provide powers and rituals to characters. My starter characters will come into the first adventure with 20 experience points under their belt, which is enough to add in two new Novice level abilities or raise a Novice level to Adept. I’ve advised to add in new abilities to broaden avenues for the characters.

Andy and Jag have each created contrasting changeling characters, one infused in the witch tradition with an owl familiar, and the other a vicious duellist with some uncontrolled mystical power. What, I wonder, might be their connection? I’ll be posting up the characters as they start to come through.

One of the fantastic aspects to Symbaroum character generation is the completely free-form method of building capability. Archetypes are simply groupings of optimised abilities and preferred attributes to evoke that type in play. Everything is selectable, so that you can personalise your character to exactly the mix that you want.

In addition to rediscovering the detail of this fine game, I’m having fun printing and preparing handouts and table bling for the weekend. Now, I wouldn’t want anyone to think that I’m competing with Paul Baldowski in some sort of sad bling competition, oh my goodness no, however I shall prevail, oh yes, complete victory shall be mine… 🙂 Lovely to have both Paul (‘Bling’ as he shall be known) and Fil Baldowski from All Rolled Up joining as players for the full weekend, I’m rather honoured.

In fact I have been gifted one of their ARUs, all themed for Symbaroum to add to the weekend! Now, I know that GMs don’t need to roll, but I reckon I’ll have some polyhedral sets in there (Q-Workshop Elven Basic sets – also acquired from Fil) and I’ll be rolling for damage!

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UK Games Expo 2016

I had a great time at Expo, and many thanks to all those that made it so, there are a lot of you!


My hotel was the Ibis International Airport, a short journey away from the venues. I really loved it. I liked the experience of travelling in for 20 minutes each day, going up to the first floor of the airport, taking the monorail shuttle to the airport and ambling down into the NEC. There was a certain delicious stillness to the NEC at midnight as I took the journey back. It further helped that the nightly rate was a third of the Hilton.



Thursday night Nandos with Elaine was a great start to the convention, really nice to catch up.



Friday morning was shopping. My haul by the close of the weekend was modest. A Symbaroum book, a few yin and yang, black and white, d10 for my Qin game and the digital copy of Era the Era the White Wolf Rip-Off SF game on a neat USB stick. I bought it on the strength of the enthusiasm of the stall and wanted to support them. I’ll look at the game in more detail another time. I got Gallic hugs from my mates on the Esteren stall, manly chat from d101, nice banter with Mike, Paul and Ian from Chaosium and had my ritual fondle of a Cubicle 7 book that I couldn’t buy because I’d pre-ordered from a game shop and it had yet to arrive.



Two highlights of my convention, the first of which was my Qin game on Friday afternoon in UK roleplayers central, Gladstone . It all went beautifully, and everyone seemed to have a really good time. Many thanks to all my players, who really made the game. You even allowed my NPCs to shine and join in the fun with you. Top! Qin doesn’t see a lot of table time at conventions, so it is tempting to run some more.



Friday evening quickly arrived and I decided to see what was around, and brought me into Mark Threlfall’s 7th Sea Kickstarter Quickstart game, Long Live the Prince. That proved to be a rather surreal experience. I wanted to try the game as I had jumped into the kickstarter along with half the global gaming community. The thought of being a swashbuckler and chewing through the narrative system beckoned. Sadly we jumped in and out of meta game with much grumbly dissection of the system, which Mark clearly didn’t like. I thought it a shame that he hadn’t run this using 1st ed 7thC, I think he might have enjoyed it more. As it was I didn’t get much of a game but a hint of a taster of the game, which held much potential and betrayed good signs of Houses of the Blooded.



Saturday morning was my pre-sign game, Nigel Clarke’s, The Vault of Ossaru, Runequest 6. I enjoyed this, and felt I contributed some system knowledge to help move the game along. The scenario focussed on two contrasting combats, which left me wanting to explore much more of the setting, that was based on a work by Clark Ashton Smith, in tales for Weird Fiction magazine.



Saturday afternoon had me and Darran mooch about eating, chatting and a bit of shopping.



I jumped in late to Ben Counter’s, Sleeper RPG – Operation Zenith on Saturday night. I had no idea what it was and it turned out to be a skirmish wargame with some skill rolls. The group were fun and cooperative, the game was incomprehensible, but Ben guided us through that with good knowledge. My overriding feeling about the system was that it did nothing remotely as well as Savage Worlds. Indeed Sleeper is even more grounded as a skirmish game, and not a great one from my viewpoint. Sorry, I really didn’t take to the system, but it didn’t stop me having some fun at the table and Ben ran a tight and well organised game



My Sunday morning game had no sign ups. A late inclusion, OSR fantasy light dungeon adventure. Declan signed up with his delightful 5 year old, Rupert, so I knew I had two players. Knowing this I had to adjust my expectations and hoped that I could bring out a game that the youngling could enjoy.

It was just the three of us, when the mother and the two ten year old girls arrived, having swapped out from another game. I knew then that I was in for an experience. One of the girls had a unicorn fixation, so I tried to work them in, as faerie ponies weren’t good enough. It was fairly anarchic and slightly larpy as I pulled my best grimaces and played up the situations as much as possible to highlight and signpost the action. I ditched quite a bit as I went, though probably should have excised a bit more. I dropped the game down to two hours. The Black Hack is fairly easy and they seemed to grasp what to do.

Young Rupert was outstanding, very into the game and picked out a big barbarian as a character to play and played him well.

My second top moment of Expo was when we reached the end of the scenario as they dispatched the wicked Fae sorceress and the three kids rushed over and beat me up!

The two girls were clearly being dumped, which I think is wrong and I was kicking myself at the end as I wasn’t clear what was safe once the game was over. They insisted they were fine, had mum’s number on their phones and would just go back to their room. I let it go, but actually worried quite a bit afterwards.

I’ll not forget the game in a hurry. Maybe I am stuck a little in the ‘GM as entertainer’ thing, sorry, but mostly hoped that I had presented a game that they could enjoy.
Sunday afternoon was a very pleasant chat and shop with Pete Griffith, where we spun around some game design thinking, a fine beer and then some final shopping.



I am very grateful to Mr Watson to allow me a ride home on the Geordie Fun Bus.

Personal circumstances next year may limit my attendance at cons, so I particularly enjoyed this year knowing I might not be able to make the next. The venue was great (heating issues to one side), with the split site working very well. The convention will continue to go from strength to strength.

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