LongCon – Tales from the Lone Lands

We had a fantastic weekend at LongCon this year. I just wanted to mark the Tales from the Lone Lands game we played with a few photos.

The core of the game was fully supported by the ‘Tales from the Lone Lands’ adventure book and of course the excellent ‘The One Ring 2nd Edition’ from Free league. As the game’s Loremaster I had all the material I could need to provide an exciting and strongly emblematic set of five sessions over the weekend. We played out the majority of scenarios 2-6 in our time together, paced to ensure a suitable climax that drew a satisfactory conclusion, tieing some of the threads together that had been hinted throughout. It was the quality of the core game and adventure book that persuaded me to offer to GM on this occasion, perhaps backed by my long adoration of Tolkien’s work.

A long preparation

Figures, Lore and Custom Dice Trays

The game also re-ignited my figure painting, picking up a series of excellent figures from Renown Gaming. Alex and Kari painted the heroes and 3D printed some amazing dice trays that really lifted the table presentation! I painted some of the orcs and other foes. Carmel painted a brilliant dragon, and Neil helped by providing a range of other figures that featured prominently in play.

Our session zero was conducted on Role.

An introduction and session zero on Role

I lost two players on the way to the event, which was a great shame, but that left a company of four to tackle the growing shadow in Eriadior.

Play at the table
We paced ourselves instinctively over the five weekend sessions. Focus was strong throughout and the game sessions were fun and engaging with excellent play from the ensemble.

The Heroes

We built a company for a while, to shape the weekend for each of us and play a good game. Although I was tired, I managed the format pretty well, which has encouraged me to offer again another year. It’s good to know that I still have the weekend marathon GMing in me! The weekend and game was made by the excellent play from each of us.

My favourite convention format, and one I will help to continue for years to come.
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Half Way Around the Sun in 80 Games

We are half way around, already. Time to take a look at the gaming year so far and reflect a little on the games that are getting actual play, and those that I have poured the energy and joy into as a GM.

Here is the breakdown of my 87 games so far:

The larger numbered games reflect campaigns, some of which are ongoing. I’m having such fun with Warhammer Fantasy Roleplay 4th Edition, it’s a real gem. I’m playing in an ongoing campaign, which inspired me to take a look at the game in more detail, and there is a lot of detail. Though there is a lot of depth to the game, it lies beneath a clever and simple d100 test mechanic at the surface, all set in a rich and murky world, full of adventure. I’m now running The Enemy Within campaign, and have hit some convention high notes presenting one shots to people new to the game. I hope there will be much more play of this wonderful game.

My forever game is Traveller, so it is great to see it running high, mostly through campaign play. It just keeps delivering for me, and currently enjoying two very different campaigns, one from the Dungeon Muser and one from Dom. Those numbers will grow, and will include at least one Cepheus Universal game that I am planning for TravCon.
Simon’s Star Trek 2D20 has demonstrated a very good iteration of the Modiphius house system, in an authenticly delivered Trek setting. The tail end of my Trudvang Chronicles campaign account for the Dragonbane numbers, though it is so very good that I may well give it a run out during the latter part of the year. Currently, Dragonbane is acting as my BRP recovery, a return to my gaming youth with a slick modern coating.
The One Ring numbers have been bolstered by five sessions at LongCon, which I’ll write about elsewhere. What a stunning game, and so true to Tolkien’s work. We learned about the game as we played, and it came through very well. I wonder about the core Task Numbers a little and think taking 18 as the base rather than 20 would have been better, though we adjusted to that quite quickly, to no detriment to play. Further experience will hone my craft with that game.
Speaking of which, Fantasy Craft has been such incredible fun to play! I’ve bought into it, getting myself a first printing book and a clutch of PDFs. What is it about noughties games and me? Another of the 3.5 OGL innovative new games, occupying a similar start point as Green Ronin’s True20, a further gem that I would dearly pick up again. Fantasy Craft takes the 3.5 D20 engine and laces it with lots of new ideas. I’ll put something out about it elsewhere, but suffice to say that it provides some old school crunchy fun, with imaginative flair. The split between Vitality (a bit like D&D Hit Points, reflecting luck, energy, minor scrapes and lasting power), with Wounds, real deadly body strikes equal to your Con score, gives you a never quite safe feel to the game. I may have a go at running this game at the momentous Furnace XX convention. We’ll see.
I’m surprised that I gush over the 2009 Fantasy Craft, but not so much Shadow of the Weird Wizard (SOTWW). The game itself is fine and very well put together, as you would expect. Perhaps all F20 games are combat monsters, and SOTWW is certainly a fearsome beast ready, at all times, to slay. I may just have slightly overdosed on F20 combat games, and this very well designed new one, is yet another. I may come back to it with more enthusiasm.
The scattering of others reflect short  series and convention one shots. It’s particularly gratifying to see Fading Suns 4th Edition in there. It’s a terrific game if a little heavy or, perhaps, fiddly. There are a couple of areas that I will either revisit or build out myself, in the hope that I can find another opening for the game. It deserves some more play. My own Black Hack based ‘Heroic Fantasy’ is getting some love. It’s such fun to run, whilst now collating some notes for a future unencumbering expansion to it.
In my social media identifier as ‘First Age’, I speculated about what 2025 might bring. I kind of love that I didn’t see so much of what has now happened in my gaming life in such a short period. There are gems in those predictions that I’d still like to happen, so we will see. Mostly, I expect to be further surprised in the next six months.
A brilliant six months of gaming, clocking in at an average of a session every two days or so. That’s probably my upper limit.
Probably. 
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LongCon – A Fellowship of Heroes

Next weekend is LongCon, a tabletop RPG convention where you play through a single mini campaign. It’s going to be full on! On Friday I will set-up the temporary curtains in our main room, to shade the players from the bright sunlight, we want them in good shape in service to their masters in far away mountains and towers.

A couple of orcs, ready for the weekend fun

I have also bought a couple of USB chargeable camping lights, that I hope will open out the potential of using the veranda as a gaming area for one of the groups. Another purchase is a rubber safety strip to enable a power cable to go from one wall to the gaming tables area without creating a tripping hazard.

In addition to the practical organising, I’m also running The One Ring, with a series of adventures set in Eriador in the Third Age. I have some more prep to do, but it is shaping up well for the weekend. Every time I return to this game I find that I am hugely impressed with the way it conveys the mood and tone of Tolkien’s stories and setting. In a way, this really is the game that I should be playing, set in a place that has inhabited my mind for 53 years.

Characters and dice for the game

There is, of course, too much material in the excellent ‘Tales from the Lone Lands’. I have already done some pruning, but will leave the exact shape of our story to the weekend itself, allowing the players to breathe and fully inhabit the game. Hopefully, and hope could be in short supply, I’ll be able to give a satisfying arc, with a good sense of a journey to a heroic end.

More generally, I hope that LongCon will continue to thrive. I love the all weekend game format the most, both as a player and GM. What will LongCon 2026 bring?! 

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Heroic Fantasy Actual Play

It’s really nice to have an opportunity to run some of my Heroic Fantasy for the Thursday Nighters. We chew through a range of games on our shelves to get some interesting variety of games for short form play. The game is very light, based on a Black Hack chasis and then embelished by me with a rich D&D fantasy wrap.

We have:
Adelheid – Dwarf Warrior
Tarakos – Half Orc Barbarian

Aeryndel – Elf Paladin

Character generation takes about 15 minutes once you know what options you wish to select. The rest is just copy and pasting fromt he text onto the sheet. 
Our first session was pretty much straight into the action with a montage of encounters at the Free City of Carse, made up on the fly, trying to find out more about their artefact target: the Eye of J’karaa. With some contacts made we moved straight to the ruined city of Heresgeth, on the border of the haunted remnants of the Helux Dynasty. The terror inducing soul-winds gave all the PCs an Unnerved condition, (initiative and first action roll is hindered). There are a number of conditions in the book, but I made this one up on the fly as a lesser fear effect.
Our initial setting

Getting everyone onto Foundry through Sqyre was comically difficult, and then I had some technical issues with Foundry, one of which was solved by the player swapping out their browser. Clunky and disappointing. Once it was working I really enjoy using the VTT.
Battle across a chasm

My main worry is that my players will find the game too light, without the mechanical grit provided by other games that we enjoy, such as Pathfinder and Warhammer Fantasy. There seems a certain charm to the game in play, with combat moving along at a decent pace, despite the Manes Demons multiple attacks. The Barbarian red mist beserk ability was great fun, causing Tarakos to surge forward, even when all immediate foes were vanquished. 

Here’s a second session with George and Kevin (the Dungeon Muser himself). This further stretched the game’s ad hoc tactical rulings, some of which will form part of a short supplement that I’ll publish sometime.
Heroic Fantasy in full flow on Foundry VTT
I have enjoyed the brevity and directness of the game. I may be the noted clunkmeister, able to run any rules laden brick with an airy lightness of being, but the limited rules in this game hit some good notes without any cognitive effort. It was fun to play in FantasyCraft, a full D&D 3.5 OGL based game, in the afternoon, and Heroic Fantasy in the evening. I loved both, and seem really happy to stradle the complexity/detail/involved to light/focused spectrum that deliniates some. I think I just have a broad appetite. 

I’m making some side notes about the way the game performs as we play, to see if there is anything I want to add to a short expansion document that I have already started. A larger consideration would be to publish the setting, which would be great fun, but something maybe for next year.

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New Game Old World

I’ve been reading the reaction to the arrival of the new ‘Old World RPG’ from Cubicle 7. One of the threads has been a criticism that the current Warhammer Fantasy Roleplay 4th Edition (WFRP 4e) is low powered, producing less than heroic common folk that can barely wade through the considerable filth, smeared across the swelling underbelly of the Empire. Although I can see where that criticism is coming from, like many RPGs, you only really need to start characters at a more experienced level to manage this, and the ability to do so is baked into the system. Before long, your character is starting to feel capable, with some talents and significant advances in a range of attributes and skills. Even starting Savage World Novices are a bit on the weak side.

Of course, part of the tone of the game is to be ordinary folk in extraordinary circumstances, set in a grounded and messy world. I think that WFRP 4e does a remarkably good job of delivering that experience, whilst giving extensible head room to lift player characters out of the mire and into a somewhat more heroic tone of play. The unnecessary proliferation of meta-currencies help to give player characters a considerable edge over their fellow citizens. The game isn’t High Fantasy, and therein lies a refreshing change.

Which, neatly, brings me to the other strand of criticism I’m seeing about the current WFRP 4e: it’s overly fiddly rules. Bring me back to my Warhammer 1e or 2e experience is the cry. Although I don’t know the earlier editions, I have enjoyed the new Zweihander Reforged, which delivers a ‘Grim & Perilous’ game with a simpler set of rules. So, I acknowledge this criticism and recognise that, for many, the new Old World game will simplify the rules and get a game going where the current one is just too much. WFRP 4e is also a fluid game, in continuous development and re-expression, with a growing line of extension books that revisit elements of the rules and build out careers and talents into yet more detail. It’s a lot.

The proliferation of Warhammer RPGs creates a rich set of options to explore the worlds of 40K and Old Empire. I’m completely happy to see this, without any understanding of the business efficacy of the strategy. Further, I am looking forward to playing a good number of them. My brief experiences of both Wrath & Glory and Soulbound were excellent. Cubicle 7 produces highly approachable games that know exactly what they are doing and what the table play is about. I hope to play the Old World RPG at some juncture.

However, as a GM and game buyer, I need to pick a game line and devote time to it. Much as I am tempted to ‘have them all’, I don’t think that is particularly sensible. I know that I will get diluted, perhaps to the extent that I take the stunned or paralysed condition, and whirl around uselessly, not really using any of them.

So, for me, and right now, I plan to double down on the existing WFRP 4e game, buy some more tomes and continue to run it. After all, I have a growing reputation as a skilled ‘clunkmeister’, running involved and fussy heavyweigths in an approachable fashion, so that others don’t have to!

PS: I happen to really love WFRP 4e for what it is and think it plays great.

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The Company Gathers

I am enjoying the preparation for the LongCon all weekender of Tales from the Lone Lands, using Free League’s The One Ring. There are endless things that I have to do, from the basics of absorbng the game rules and the adventure content, through to the fripperies of preparing character stands, hand outs, table displays and painting figures.

I have quite a few of the dice sets…

There isn’t so long to go now, and feel that the readiness of our weekend game is coming along to time. I won’t focus too hard on the mass of stuff to do between now and event weekend. It’s quite a responsibility to run a full weekend for six people, and I want it to be a great and memorable weekend. My own journey has been spared the weight of ‘travel fatigue’ by the glorious help of two of my fellow players, and the ever generous Gowbear (Neil), who have been painting figures of the player characters and some of the servants of the Eye. So, we will have some minis to grace the table for those climactic combats!

  

Thanks Neil!

I am painting some of my own, but they will end up being quite basic in comparison, but I think worth throwing in to round out the look of the heroic action.

I’ll be using the Role VTT as a hosting platform this Friday, where we will meet each other, virtually, introduce our characters, make connections between them, their patron and places of safety, before opening out the Lines and Veils for the weekend.

Session Zero

All the images and location maps are to be displayed on a monitor, linked up to a laptop. This will save printing, and provide some session mood images. The locations are very much presented for theatre of the mind (with visual prompts) and the combat is abstracted into stances. Some more document and print to come, more reading, and more painting, but the game is nearing ready.

Maybe another update or two before LongCon kicks off.

I hope I do a reasonable job!

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LongCon Preparation – Tales from the Lone Lands

I am both excited and a touch nervous as I switch to a few weeks of preparation for my ‘Tales from the Lone Lands’ full weekend game at LongCon at the end of June. It will be a heady mix of reading, structure preparation, resource creating, and figure glueing and painting!

The figure painting may just prove beyond me, but I will try to get some rough figures ready for when the Shadow catches up with our company of heroes. I’m using Renown Gaming’s collection of figures and I have an impossible amount to do in the time I have left. They’ll happen either in time for the event or over time for subsequent games.

Here’s a possible resource that I have found for quick creation of base characters. The system generates based on two key choices, and then you can ‘re-roll’ until you get entries that you like. The sheet is also editable and outputs to an editable PDF.

Online Character Generator

I’m treating myself to an updated edition of my trusted guide to Midle Earth by Robert Foster. I love this book so much, and I can’t tell you how many hours I have referenced it whilst reading the texts, playing the game, or frankly just gorgeing on the details from cover to cover. Everytime I do so, I find something new, and a connection that fires my imagination. The book will grace the gaming table for gentle perusing and using lore to inform play. I may be the Loremaster, but I’m being collective with all around the table when it comes to accessing the lore. I mean, if we need to, as there will be adventures out in Eriador that will occupy most of our time! 

Buy this book!
My good friend Dom ran us a superb LongCon game last year, returning us to the Young Kingdoms, with a couple of classic adventure modules on the hunt for the White Wolf, using my own Tripod gaming engine. I’m very glad to return the favour with a game for him this year. Maybe a tradition could be established?! 😊
On which note, I’m delighted that LongCon is back and into its stride this year with five super looking all weekend games. I have recieved timely and super helpful encouragement from many of my gaming circle of mates, not least the incomperable Mr Gowbear. Dom is helping me to organise the event itself, which is a tremendous help. You are nothing, without your company of heroes.
LongCon is on the map. We’ll be doing it again in 2026. Please join us for that immersive all weekend game experience.
More soon as I continue to ready for the event.

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FantasyCraft – the noughties strike back

I appear to have an unhealthy attraction to ‘designed in the 2000s’ fantasy D20 games. FantasyCraft is my third after Dungeons & Dragons 4th edition and Green Ronin’s inventive True20. It’s not as though I have any meaningful history with the originating source of Dungeons & Dragons 3.0 or 3.5, as I went from University AD&D 1e shenanigans to anything but ‘Levels and Engorged Hit Points’ for more than 30 years. I may have played the 3.5 era once or twice due to test plays via Pete, my perennial D&D friend. Not much of a pedigree.

So, Crafty-Games’ FantasyCraft then. This heroic fantasy take on their super flexible Mastercraft system has so much to recommend it. My nearest touchstone is another 3.5 re-imagining via the True20 RPG, contemporarilary published by Green Ronin. Though both games take some of the core D20 system, they vary significantly in overall design, whilst both being excellent games in their own right. I say this on the basis of a FantasyCraft read through and many years of experience. I can generally and reliably tell when a game has the fun play juices within it, however this needs to be confirmed through actual play. Only then will I really know. Take this blog post as one of those excited ‘First Looks’, sixteen years after the fact.

What we have here is a very full, option festooned, Fantasy D20 game, ready for your own hacking and building. There is a mostly full game here, where you pick various approaches and themes for the game that you want to present. At 395 pages you have a vast and somewhat dense game, that will need absorbing and assimilating, careful considering and detailed preparing before play. This is not a pick up and play game. The delicious variances to the D20 system need a good understanding, even though the surface game can be quickly picked up, keeping the D20 plus a bonus to hit a Difficulty Class mantra.

Starting in the middle, and why wouldn’t you, I see that this exciting system properly embraces and makes a feature out of the D20 level bubble. Hey, says every D20 player for ever, as I go up levels, all the monsters go up levels, so all the numbers are larger but my chances are about the same. You’re in that bubble of managed heroic competence, facing ever more horrendous foes as your shiny ability buffs ascend to stratospheric heights.

In FantasyCraft this is explicitely called out with the threat level system. Foes are rated on a grade of 1-10 in a number of key areas, such as Initiative, Defense, Attack, Health and Skills. Then, to work out their bonus numbers, you slide along a 1-20 ‘Threat level’ that corresponds to the average of the player character level. Quite literally, the NPCs and foes journey with the PCs on their ascension. There’s more here though, as foes have the same base, and classic six, characteristics as PCs which provide bonuses, and physical size, which affects wound totals. They also have templates, such as ‘Ancient’ , ‘Clockwork’, ‘Dire’, or ‘Lich’, which modifies the base foe in a particular direction. Add in extraordinary attack types, gear and treasure and you emerge with a massively flexible system that can build anything from a peasant to a fearsome lich drake.

FantasyCraft provides a rich set of components to build any character or foe that you may wish to create. It’s a feat heavy game, with each tightly described and voluminously listed. Player Characters are rated as ‘Special’, and protagonists can either match them or be rated as ‘Standard’. Special characters get both ‘Vitality’, a level engorging sack of hope, bravery, bruises, and inconsequential scrapes, that keeps them in the fight, and also ‘Wounds’, a largely static and small number that measures real bone crunching, life limiting endurance. Standard characters simple get a Damage Save bonus (or get knocked out). To bring this distinction to visceral life, D20 rolls have both a Threat and Error range. In simple terms this would be a 20 for a threat (critical success) and a 1 for an error (critical failure). These ranges change through a variety of factors. If a foe gets a ‘threat’ then, with the spending of an Action Die metacurrency, they can apply damage straight to your wounds and circumvent your vitality bloat. There is always danger in this game, and that’s how I like it.

Action Dice are available to both players and GM. They can be spent whole to achieve an effect, or be added to a die roll to up your numbers. They continuously explode on their maximum value, potentially giving you very high bonuses. They will also flow back to players as play progresses. It looks a really fun way to give and take edges at crucial moments in the game.

The action economy essentially allows a move and attack, or two attacks from the off. A lot of actions are rated as a ‘half action’, allowing you to do two of them. Rolled initiative, running in descending order. There’s a good range of actions to choose from, before any special actions. Armour absorbs damage and you have defence as the DC to be hit.

A character’s ‘Origin’ is a mix of species and speciality, which gives a range of individually tailored benefits, before even going into the Classes. There are 12 species in the core rulebook including the usual few stalwarts and then some new and varied alternatives. Once you’ve navigated the feats system, I expect it is fairly straightforward to make your own origins.

The Class system provides a familiar range of niche roles in the Basic classes. You can elect to stay in your base class right through the 20 levels, mix and match classes, or indeed move onto Expert (accessible from level 10) and Master tier classes ((accessible from level 15) which narrow the focus to specific archetype expectations.  Other classes are available online on DrivethruRPG.

Spellcasting requires a roll against an ascending DC depending on the spell level. There are a wide range of spells and traditions and plenty of arcane powers to spice up play. As you might expect the explosive spells can be quite powerful and will soon strip away vitality, or make it very hard for ‘standard’ characters to make their damage saves.

The game has room yet for guidance on roleplay, types of fantasy and campaigns, and in Chapter 7 ‘Worlds’, a lot of thought on how to create your game and build a world setting that works for you. Similarly, there is  lots of support for creating your adventures and getting the best out of FantasyCraft. I haven’t remotely covered all the strengths of this game and the depths it can take you.

I appear to have succumbed to the ‘Fixated’ condition and, slack jawed and drooling over the games’ possibilities, feel compelled to get this to the table. It appears to be another large and involved game that I can, inappropriately, bring to a face to face convention. I also note that FantasyCraft is a publisher sanctioned Foundry VTT system. Wave the white flag. I must make it happen.

Although further output for the game is now unlikely, there is plenty available in what they have published to last you a lifetime. I may not have that much time, so probably should get started.

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Daniel-André Sørensen Map Love

At the very least from reading the Hobbit when aged nine, I have poured over maps, both real and imagined, following their contours and throughways with an open and exploring imagination. This fascination alone has voraciously consumed whole afternoons, before considering my own simplistic maps, shepherded into existence with map packages such as Wonderdraft. These imaginary spaces have ensorcelled a geosocial backdrop for many an adventure over the years, with the creative joy sometimes infusing the adventures themselves.

Recently, I have come to appreciate that, though my cartographic efforts have not been in vain, there are consumately skilled artists out there who have created works upon which you can build.  I wanted to highlight one creator, whose work I have followed for many a long year, and has beautiful examples available to download.  Daniel-André Sørensen paints such beautiful maps, and weaves his own worldbuiling upon them. Check out his glorious work on DrivethruRPG.

The western realms of Blank Continent 4 by Daniel-André Sørensen

As a huge bonus, he has also provides some large high resolution blank continents for you to label up and make your own, and share, even commercially, if you have a project that could use them. I have spent a good hour on ‘Continent 4’ visualising a backdrop for either Heroic Fantasy or Zweihänder.

His labled maps could also be taken whole cloth, finding meaning and connection between the etched in names. I wonder if there might be a ‘Clash of Steel‘ on the streets of the bustling port city of Kasra?

A small section of the sword & sorcery inspired world of Vrayth by Daniel-André Sørensen

Of course such eye candy may yet call for the services of my favourite print shop Pixel2Print, with some custom table display prints at 440gsm PVC. Appreciating such a canvas rarely has too high an impact on the actual play, especially for a focused one-shot, the casual verisimilitude of the imagined world made physical always gives me a thrill. The VTT canvas backdrop beckons…

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Updates to Heroic Fantasy 2nd Edition

I’ve completed a quick and fairly minor update to Heroic Fantasy 2nd Edition. The changes are found in the digital PDF on DrivethruRPG. The changes are predominently typos and some wording changes, plus a restructure of the Magic Chapter introduction, to clarify casting and spell slots. The print version is currently being checked by DrivethruRPG, with the addition of a hardcover forthcoming, as requested by a number of customers.

Heroic Fantasy 2e Cover

People keep saying nice things about the game, so I feel encouraged to work on a companion, which I’m just starting to sketch out. I don’t think the game needs very much more added to it, but some extra content, and a few key rule variations would be fun to put out there. I plan to use one of the rules changes in my current game on Thursday nights.

Once the companion sees the light of day, I really should crack on and get some adventure content out there. These would complement and illustrate the game very well, with lots of examples, and ideas on how to add new elements to a session on the fly. The framework is light but strong, so can take new ideas without breaking anything.

Although my play is currently deep in other heavier games, it’s been good to return to this lighter one and rediscover a fun fantasy ‘D&D’ game that’s fast to play. It’ll be interesting to see how the current short campaign plays out.

 

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