1D6 No sleep ’til Five Eyes!

I think my ‘old-timer’ body clock is almost getting back into synch after last weekend when I participated in the 24 hour RPG charity event.

This is the fourth time that the event has been run, but the first time I’ve taken part. I was kindly invited by Tim from the Old Scroats, (see the UnEarthed Arcana part of the D&D podcast episodes.)

WarGames, the huge games store that can be found on swanky Lords Street in Southport, UK, were the generous hosts for the event.

If you’ve listened to my appearance on The Smart Party podcast, you’ll know that I originally intended to run the new RuneQuest rules in Dorastor, however at the last minute, I decided to make things easier for myself and keep it old school: I ran the BorderLands campaign using the Classic RuneQuest rules.

I can run those games in my sleep, which is just as well as the plan was to run the game from noon Saturday to noon on Sunday.

The whole experience was tremendous fun and for a good cause too. So far, with the Just Giving account and cash collected, the event has raised a whopping £2281. Thanks to all the participants and the generous pledgers.

You know the format … 5 highlights and a fumble.

1.Once more, with character …

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Fresh-faced at noon on Saturday

Rather than turn up with a fistful of pre-gens, we created the characters at the table (a session zero, if you will). The process took a little longer than I anticipated, but it allowed me to do a quick prima on Glorantha as well as the rules.

In the end, I think it was a good idea for the players to create their own characters as it allowed them to establish relationships and rivalries with the other players. There were a couple of siblings, for example, which meant that they looked out for each other more (jumping in the river to rescue a brother in distress), or they had deep rooted antipathy towards each other (“You are a coward brother!”).

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2. RoneQuest

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A party of six mercenaries gathered at the fort of Raus of Rone, ready to tame the wild lands and broker deals with the local beast-riders and other nomad tribes in the region. The fusty old Lunar Duke-in-exile plans to create a new colony of settlers from the North, but first, order needs to be brought to bare on new frontier.

The episodic format was perfect for the 24 hour long session as it was straight-forward, “go there, do that” mission based with a punitive contract that encourages the party to break the rules.

One of the players was a veteran of the BorderLands campaign, so he became Gerontiios, the right-hand man of Daine, the Duke’s sergeant at arms, (the lapsed Humakt Rune Lord and stoical NPC confident for the players.)

Gerontiios was bold, leading the unruly sell-swords, around the wilds of the Zola Fell valley. They encountered High Llama riders, dinosaurs, chariot-raced with Morokanth, battled with crocodile riding ducks and much more.

3. Gift from the Gods

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This being RuneQuest, there were limbs flying and fumbles galore, but I gave them a little advantage. At the start of the game I gave them a packet of wine gums. This was their luck pool. They could use the sweets to reduce their roll so that a near miss could be a hit.

In addition, some of the players had been given extra rolls thanks to sponsorship donations. They came in handy at some crucial moments.

3. Multiverse

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There were other games being played: Numenera, StarFinder and D&D 5e.

The GMs agreed beforehand that we would have a common theme of “an evil presence, breaking through the dimensions, aided by acolytes in the different Universes.”

An obscure symbol would unite the campaigns, to identify the influence of this cosmic evil as it attempted to penetrate the different realms of the multiverse.

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Using ‘whats app’, we shared elements that had escaped from our games. Ethan sent “500 tonnes of rock and dirt from a plane,” from Numenera which manifested in Glorantha as a rain of silt which formed into a congregation of Whirlvishes – a vortex of sand.

I followed Baz & Gaz’s advice and had a group of rival mercenaries tormenting the PCs. The Sartarite bandits led by Rattle Poisionknife, a Sartarite bandit who had a tattoo of the symbol on his arm and was leading some of the locals towards his sinister faction, who were intent on awakening the dormant Nosferal.

At midnight, Gerontiios was sent on a HeroQuest to another table. He ended up in a dimension of sound in Numenera.

A nano from the Numenera game manifested as a purple duck at our table. He taught the Flintnail masonries how technologies of a ‘lifting device’ to help them in the construction of the Duke’s Fort. He defied being tied by a Waha rope by reversing his temporal existence.

Delirium began to set in at this point.

5. Five Eyes

“Avoid Five Eyes Temple,” Gerontiios commanded. Once they eventually went there, he was hit in the face with a manticore stinger and left for dead. Thanks to Divine Intervention (and a couple of wine gums) the Red Moon goddess revived him.

The River Horse temple had been taken over by the revived soul of Nosferal. The Newtlings were now undead servants in his thrall.

Despite his depleted power Gerontiios explored the far corners of the river caves and was possessed by a disorder ghost, who unleashed Nosferal from his tomb!

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6. The 4am Wall (fumble)

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By 4am, the esprit-de-corps was breaking down somewhat. 16 hours of play and things started to fray. They struggled to motivate themselves to reach the lofty heights of Condor Crags.

“What the hell are we doing this for? Why are we here?” they exclaimed. I’m not sure whether or not it was in character.

“We are all of us!” declared Gerontiios, rallying the band together to make the final push.

As dawn broke, the players found a second wind, an Orlanthi wind, which blew them towards a final confrontation with Nosferal, Rattle PoisonKnife, and the zombified bone-dragon Kerrang!

Their enemies were defeated thanks to the cypher recovered to Numenera (water from the River Styx) and a few remaining wine gums.

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Noon on Sunday!

 

1D6 Blades in the Dark: a GROGNARD’s Guide

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Mike Cule and Roger Bell West over at Improvised Radio Theatre with Dice podcast apply two criteria to any new game before it is introduced to a table of gamers. I like to call this the IMPROVRAD test, and it goes like this (I’m paraphrasing):

  • The players MUST be able to understand their place in the setting with a very simple pitch. Why are they here? What are they supposed to do?
  • A GM should only take on a new game if they are able to write at least six story hooks, ideas, NPCs quickly on a side of paper.

The first test measures the game’s ability to frame the context for the players so they can work with the material and the second is the GM’s test, to ensure that they can invent ideas on the fly, if needed, and can create sustainable game ideas to support the game in play.

Blades in Dark passes the IMPROVRAD test with the aplomb of a cold assassin.

If you need a pitch for your players, it provides it: Peaky Blinders meets Fafyrd and The Grey Mouser.

Not enough to get you hooked? Try this:

“You are daring scoundrels on the haunted streets of Duskwall, seeking your fortunes in the criminal underworld. Your legacy will be the gang you form in this dark city – the turf you acquire, the specialists you recruit, the scores you strike …”

That’s enough isn’t it? That’s enough to get your players intrigued and wanting to know more. I love the romance of The Godfather and The Lies of Locke Lamora, so it seemed the perfect setting for our group, with its promise of mechanics for pulling off daring heists and managing the escalation of a gang in a cut-throat world.

I’ve been reading the rules for the last few weeks and it is built on the shoulders of some of the Indy classics that emerged in the period of our deep freeze (1988 – 2010): Apocalypse World, Dogs in the Vineyard, The Burning Wheel and Fate, amongst others. The mechanics seemed perfectly intuitive on reading as they were completely congruent with the setting.

Ideas have been flowing, image on image, stealing NPCs and plots from the Sopranos and Fritz Lieber. Thanks to the handy tables at the back it’s possible to generate a thousand stories without really trying.

It makes the IMPROVRAD grade, but what is it like to play?

The format of one-d-six means that there are 5 highlights and a fumble:

What’s your playbook?

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Characters are developed using ‘playbooks’ which are more like foundational templates rather than ‘classes’ as they provide a jumping off point for the players, so they can understand their current reputation in the city of Duskwall.

As emerging street-thugs trying to make a name for themselves, the player characters could be good in a fight (a CUTTER), a tracker who picks his fights (HOUND), a dabbler in alchemy (a LEECH) or they may play confidence trickster (SLIDE).

Predictably, my Magic-Loving-player (Blythy) went for the WHISPER playbook that reaches out to arcane powers and wrangles the ghosts in the city of DuskWall and my tactician (Eddy) went for SPIDER, a mastermind of criminal manoeuvring, “never get into situation that you can’t walk away from within 30 seconds”.

There’s a step-by-step guide that gives the opportunity to add narrative colour to the character back-story, but it’s not heavy handed. Going through this process allowed the setting to come alive for the players. They were intrigued by the strange lightening wall that blocks out the light and the strange forces beyond. They wanted to know more about the demonic levevithan beasts that are hunted for their electroplasm which fuels the city’s industry.

The structure …

I’ve played this twice and on both occasions, I’ve developed the story at the table, with no preparation before the session other than the suggested starting situation provided by the rules. This is the most improvisational mode I’ve managed to achieve since the 1980s when all of our games were constructed in the playing. I’ve never been a belts and braces GM, but this time, I wasn’t even wearing pants.

Thankfully, the mechanics help to support this free-wheelin’, so as a GamesMaster, you’re never completely off-road. The stories have a sequence of play that provide a loose, but important foundational structure

‘Free Play’ is the point in the session where the characters explore the world and encounter the colourful non-player characters. Out of these interactions, a potential ‘score’ will emerge, which will trigger the action scenes. Once completed, there is downtime when players can indulge in vices to reduce their stress, or spend coin to reduce heat or develop the assets of the gang.

New Resolutions

Despite my best efforts and the desires of John Harper, in these early sessions, it has been the mechanics that have driven the action rather than the fiction. Inevitably, for us old-time GROGNARDS, we were captivated by the novelty of the mechanics. Blades uses the idea of conflict resolution rather than task resolution. It was possible to hear the gears crunching as we navigated through situations. Instead of blow by blow we needed to understand what was at stake in a situation. The resolution rolls use pools of D6s where the likely result is “you succeed, but …”

Blythy did his usual flourish of the index finger, before settling on something on his character sheet, “I think I’m going to SEARCH.”

When I asked him to describe where he was going to search, how he was going to do it and to set up the scene, so we could agree on potential outcomes, he glared at me as if to say, “just let me, bloody roll for it.”

Flashback!

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The opening situation (provided by the rules) places the characters in the centre of a turf war in the area of the city known as Crows Foot. The salt-of-the-Earth Lamp Blacks are in a face-off with the more elegant and organized Red Sashes.

The Whisper and the Spider had an audience with Bazso Baz, the leader of the Lamp Blacks, he had a mission for them, a chance to make their mark with a powerful ally by striking at the very heart of his rivals the Red Sashes. He wanted them to place a mysterious, rune-covered rattle-like device in the lair of the Sashes.

At this stage, the players opted for a ‘flash-back’ to a meeting with Mylera, the leader of the Red Sashes. The flashback is a clever device that prevents endless planning ahead of a ‘score’. The players crack on with the action, when they get to a point where they want to affect the result with some pre-planning, they can flashback to a scene where they set it up. For example, escaping through the window, they can flashback to the scene where they concealed ladders the night before.

In this case, they used the flashback to switch allegiances. In exchange for promise of hunting-ground turf within Crowsfoot and some protection from the Red Sashes, they laced a fine whiskey with poison.

Bazso could not resist the dram. Eddy’s character caroused him into drinking a salute to the deal. Thanks to a ‘devil’s bargain’ (an extra dice added to the dice pool) he scored a critical (two 6s) and Baz hit the deck.

In exchange for the bargain, the Spider is wanted. The Lamp Blacks have a long term project to seek out the mysterious assassin who killed their leader.

Faction Game – “Are you with me, or against me?”

The element that drew me to the game in the first place, was the ability to develop character AND your gang during the campaign. The crew becomes as important as the characters in the game, as you build up the alliances, rivalries, specialists, contacts in high places, scores, and turf.

Following the assassination, the escape from Baz’s ghost, and the general chaos generated, the downtime is a time when the book-keeping for the crew takes place. The Rattle Snakes were born.

Blythy and Eddy had an ambition to open a high-class house-of-ill-repute for reasons best known to themselves. The Red Sashes set them up with a Lair on the edge of Crows Foot. They’ve been planning and scheming their progression through the ‘Claims’ which acts like a track on a board that they need to move through and will determine the nature of the next heist.

They’ve also got this mysterious rattle to cause mischief.

Stop the clocks

One of its borrowed mechanics is the idea of ‘clocks’ or ‘pies’ as we like to call them. They are a way of measuring increasing jeopardy as the stress of failure builds up steadily. Situations can create clocks with segments determined by the GM. For example, Eddy’s Spider took a Devil’s Bargain (an extra dice) when he murdered Baz, so the Lamp Blacks have a long term project clocks that they are working on, to find the assassin.

The pies haven’t really got the player’s hearts racing yet.

Mechanically, there’s a lot of plates to keep spinning, as there are lots of different elements. A crude summary would be to see these factors as ‘narrative crunch’, but I don’t think it’s as simple as that: the structures and ‘gamey’ bits are the engine that allow the creativity to have a bit of a structure and provide the important motivation for the characters within the world. I suspect when we get used to the different aspects, the prominence of the pies will be more apparent.

 

Back in the day, we used to play long campaigns in cities. Since we began playing RPGs again in 2010, this is the most excited I’ve been as GM, and closest to reaching that special sweet spot that I thought we’d lost. It’s perfect for those time-strapped GMs who are willing to improvise. Once it’s mastered, it can generate great gaming experiences very easily.

When we were playing, it felt that we were discovering the places and characters together in a living world. It passes the IMPROVRAD test and the Armchair Adventurer’s test too: cracking fun.

Over on The Smart Party, they’ve just released a podcast about their experiences of playing the game. Give the original Bazso Baz a listen to find out more detail about this great game.

1D6 Judge Dredd RPG

… down these mean streets a man must go who is not himself mean, who is neither tarnished nor afraid.

He is the hero; he is everything. He must be a complete man and a common man and yet an unusual man. He must be, to use a rather weathered phrase, a man of honor—by instinct, by inevitability, without thought of it, and certainly without saying it.

He must be the best man in his world and a good enough man for any world.

Raymond Chandler

Last week, we played Judge Dredd the RPG, published by Games Workshop back in 1985, co written by former Dragon Lords editor Marc Gascoigne with Citadel supremo Rich Priestley. When I trailed this on twitter it generated a great deal of interest – more than any other tweet I’ve ever written in fact – so this is a follow-up play report for all those people who were interested in finding out what happened.

@dailydwarf came out of GM retirement, after a 35 year freeze, to deliver his own scenario Better Living Through Chemistry, as a online, dry-run ahead of its appearance at GROGMEET. It was a chance to stretch some of those muscles that have been dormant and to familiarise everyone with the rules. The scenario will also be appearing in the GROGZINE, so I’m going to avoid any spoilers here and concentrate on some of the experiences of playing rather than the details of the story.

Despite the usual setbacks that inhibit the gathering of grognards – including holidays, family commitments, the under-funding of public services creating staffing shortages, and dodgy online-gaming platforms – we managed to straddle our LawMasters to dispense justice on the streets of Mega City One.

“You’re not very good with your d6s are you?” complained @dailydwarf as I fell short on yet another zinger. Roll one on this table, five highlights from the sessions and one fumble.

“Be careful out there …”

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In many ways, Judge Dredd is the perfect RPG set up: you are given missions to resolve, your motivations are straight forward, the setting is rich yet flexible and there’s plenty of opportunity for mystery and investigation. Every session begins with the report sheet of perp activity in the sector, packed with warnings, leads and specific tasks for your patrol as it hits the streets.

There were reports of an air-ship seen in the sector featuring costumed individuals, shouting about treasure … hang on, isn’t that our cast of characters from Storm King’s Thunder?

Mega-City One

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Very quickly, we felt like Judges, and adopted our roles very diligently, as we headed out into the wasted areas of sector 170. The scenario was set in the period after the Apocalypse War when the city was coming to terms with the devastation. Our judges were clearing through the wreckage of partially destroyed blocks. It felt like coming home, as this was the classic period of Dredd stories which generated nostalgia for both the game and the comics of the early 80s.

Unlike many licensed settings, the backdrop didn’t feel constraining. The city has been generating stories for 40 years and is richly populated with characters, perps, and imagery that provided instant immersion. @dailydwarf also used a slide-show of specially adapted elements from the strip to illustrate scenes and NPCs we encountered, which made it feel like we were part of a Prog.

Get me back to TEK

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Each of our Judges had a role in the team: the grizzled Veteran, the giddy rookie, the hotshot, and I went for the Judge who had been reluctantly redeployed to the streets from TEK division. He was keen to impress upon his fellow judges the capabilities of their kit. In the first encounter he gave an impressive display of ‘high-ex’ bullets from his LawGiver to bring the ceiling down on perps. This was followed by a less impressive display as a close-ranged ricochet bullet hit one of his team members. Whoops, sorry ‘Holy Cremola!’

I’d forgotten about the levels of back up available to Judges and how they can get you out of trouble. There’s always Pat Wagons available to pick up perps, Clean-up squads, Meat Wagons, Med-squads and forensic support for those tricky investigations.

We traded one-liners as the incidents piled on us, we had some great fun with Chemical Brothers lyrics too: “Hey, isn’t that another one of those block bustin’ beats?”

Judge Crunch

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@dailydwarf provided his “Dredd-Hack” cut down version of the core mechanics. Most situations are resolved through attribute based percentile checks. Depending on your Judge’s speciality, you may have some Special Abilities that allow for some additional investigative or combat edge over the perps. The combat is crunchy, and goes something like this: roll to hit, roll location (d100), roll for armour coverage if appropriate before rolling for damage. Perps are at a disadvantage as they’re not as souped up as the Judges, but they have the opportunity to strike first with their wild-fire. Judges have to be more measured in the their approach as they need to be able to pass sentence rather than shooting indiscriminately.

There’s a reference list in the Dredd Hack, providing advice on general sentences. I thought 20 years for illegal Boinging (R) was always too steep.

Why does it have to end?

Normally, when it comes to fumbles, I always complain about the interference of the online glitches (1-D-6 passim). I’m not going to this time. Sure, it was a right-royal pain in the arse for some of the time, but most of the time, it worked fine and the confusion, over-talking etc added to the experience as it felt more immersive.

The only fumble about this experience is when it came to an end. It felt like it should be the beginning of an epic campaign. Mega City One is a great setting, the rules are serviceable, the players were switched on, so it was one of those great RPG moments when you wanted to carry on with the characters and have more adventures.

“Hey, Grim, let forever be.”

As for @dailydwarf, his inert GM skills are now awakened, we’re all in for a treat. He’s a natural.

1D6 RuneQuest Adventures in Glorantha QuickStart

I went on a HeroQuest on Free RPG day on 17th July 2017: to get hold of RuneQuest QuickStart.

There was such a great anticipation of the new RuneQuest, I knew that there would be competition to get hold of the 10 copies available. In my imagination, there would be a crowd of anxious gamers banging on the door of FanBoy Three, Manchester’s newly refurbished FLGS.

It was a tricky job wrangling the reluctant family to get there before the opening as they’d had a late-night the day before. I piled them into the car, bleary-eyed, “come on kids, I know it’s your birthday, but this will be fun!” They didn’t appear convinced.

Various roads in the city centre were closed, so I had to weave in-and-out of the one-way-system, while my 8 year old son thought it would be hilarious to play the theme from Mission Impossible on Spotify …

DUM … DUM … dum … dum … DUM … DUM … I abandoned the car and walked quickly in a parkour over walls and bollards to get to the Northern Quarter. DHAnnnnaaannnn!

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Someone on FaceBook said “I’d totally play RuneQuest with Elvis Costello.” I don’t get it.

I was the first one there. The only one to collect a copy. I’d destroyed all-comers.

While I was flicking through it, a PathFinder GM came over and said, “read this, on page 2, “If the highest rated participant in an opposed resolution has an ability rating in excess of 100%, the difference between 100 and their ability rating is subtracted from the ability of everyone in the contest … ” PAGE 2, page 2! And that is why we don’t play RuneQuest any more.”

He’d picked the wrong guy to have that particular argument with, so suffice to say, he left the store with his MathFinder slide rule and logarithm book in a place where Yelm doesn’t shine.

There was a demonstration game planned for later in the day, but I had to defer my gaming as there were kid’s parties to attend on command of the Fun Prevention Officer.

I finally got chance to run THE BROKEN TOWER at the new café gameshop in Bolton. At Slice and Dice, Tuesday Night is RPG Night, and this was a first outing there for the Armchair Adventurers, we were also joined by GROGSQUAD member Neil Benson, who travelled from Liverpool for the experience.

It’s been reviewed by both Pookie and Bud, but what’s like to play? The usual rules apply, five highlights and a fumble.

THE BROKEN TOWER 

I liked the scenario very much. Packed with atmosphere and great set pieces that were a joy to stage-manage. Chaosium’s core audience are Call of Cthulhu players, and there’s enough here to entice them into another setting. There is a mystery to uncover and moments of spine-tingling tension. I like my fantasy with mud and blood, so I cranked up the gore even more than suggested in the game. This is Dragon Pass, red in tooth and claw.

COMBAT 

(at the beginning of the first date with Annie, Alvy Singer asks her to kiss him)

And-and … uh, there’s gonna be all that tension. You know, we never kissed before and I’ll never know when to make the right move or anything. So we’ll kiss now we’ll kiss now and get it over with and we’ll go eat. Okay? And we’ll digest our food better.

Annie Hall, Woody Allen, 1977

The combat is familiar from RQ second ed. with a couple of notable additions. I applied the ‘Annie Hall’ GM tip – get the dice rolling around the table so that everyone can settle down and digest the rest of the scenario. I reshuffled the encounters to allow for a fight in the opening minutes of the session, so that the players had a chance to get used to the character sheet and feel comfortable with what was possible. The veterans around the table raised thier eyebrows at the parrying weapon depletion, which I liked on reading as it means that a critical parry is not wasted, but suspect that in play we’ll forget to keep track of it all.

Combat was covered briefly in my write up of the Play Test at UK Games Expo. Suffice to say, once again many left legs were struck in anger.

RUNES AND PASSIONS – lots of character

There’s a lot of character information packed into the character sheet. Character generation intricately entwines Dragon Pass mythology and history into the fabric of the character. The pregenrated characters have plenty of interesting yet intricate involvement with the various conflicts that have shaped the political landscape for the barbarian clans. There were conflicting loyalties and associations within the party, which were well played out during the scenario.

The characters’ associated Runes and Passions are expressed as a percentage and are mechanically invoked by attempting to augment skills by rolling an appropriate Rune or passion to influence the result. Neil’s character invoked his passionate loyalty to the clan to rescue their cattle – he succeeded, so could add 20% to his skill. The cows didn’t take a blind bit of notice; he still failed his Herd roll.

I suspect, for veteran players, these elements will be the most significant change to the foundational rule set. There’s also rules around conflicting Runes and passions, and an interesting idea where the Rune may compel a character towards a particular course of action.


MAGIC 

Regular GROGNARD files watchers will know that magic in RuneQuest has been something of an obsession. Glorantha is incredibly magical yet the RQ 2ed Magic seemed mundane and mechanical. Thanks to the introduction of the Rune affinities, it works much better in this latest version as it allows characters to access Rune Magic associated with their own culture.

After 35 years of Rune Magic being something of a rarity in our games, the players were a little over-excited at the potential spectacle contained in their new tool-kit, so much so, that they forgot to apply the simple but effective spirit magic that has served them well over the years.

An Air Elemental provided the stunning effects, but it was the good old ‘Befuddle’ that meant the difference between life and death.

REDEFINING SUCCESS 

The RPG Academy recap following the Trial of RuneQuest  concluded that they didn’t like percentage based mechanics, because they were supposed to be heroes, and they only hit 55% chance at a time. In this new edition, the characters start off in a much more powered up position than those farm-boys we had back in the day. Also, the chance to augment abilities means that very often, characters will have over 100% chance of success.

Failure is still possible and at key points of the adventure, the dice let the team down. Personally, I prefer the edge-of-the-seat potential of jeopardy that is created by RuneQuest as I like my fantasy to be more precarious and risky than the high fantasy of most F20 games. This introductory scenario is great at introducing the relativism of Glorantha where the moral certainties of high fantasy are complicated by passions, motivations and drives that come from the character’s place in the world.

The resolution to this adventure is far from clear-cut. Running away could be the most honourable action. RuneQuest Adventures in Glorantha continues BRP’s mission to redefine the nature of ‘success’ and heroism in role-playing.

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NOISE: THE GATHERING

Slice and Dice is newly opened and has only recently moved its RPG nights to a Tuesday. A few Magic players were gathered because they’d missed the memo. The rigorous tapping, occasional bellowing, intermittent yelping provided a hostile background for our nuanced roleplaying. I was struggling to be heard in parts, which meant I resorted to an impromptu LARP as I lay on the floor before standing up quickly to reveal a disquiet spirit. The players joined in to augment the summoning with dancing. Rubbish dancing. They rolled badly.

When the background  noise is this bad, it’s as difficult as a glichy online game. Extra effort was required to keep everyone engaged.

The search for the perfect, public gaming location, continues…

 

 

1-D-6 RuneQuest Glorantha (Play Test)

This weekend I attended my first ever UK GamesExpo in Birmingham, now confirmed as the third biggest games convention in the world. One of the many highlights of the experience was the opportunity to participate in a game of RuneQuest Glorantha using the play-test rules. Andrew Jones (AKA @dimbyd) was working from a PDF, in draft format, of the core-rules to create an adventure for 5 brave warriors wishing to enter the Hero Wars.

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Before I give a brief play report, there’s a couple of things to bare in mind:

I haven’t read the rules. I gave them a cursory glance in the bar, and it went something like, “what have they done with the sorcery rules then?” before Andrew took it away and said, “There’s no bloody sorcery in the game we’re playing.”

My perspective is from the point of view of a player and my thoughts on some of the key points that came out during the game and from my character.

Also, the adventure we played was one of Andrew’s own devising, and not the Quick Start scenario that’s due to hit participating FLGS on Free RPG Day 17th June ’17. I managed to speak briefly with Rick Meints on the very busy stall on the Saturday; he confirmed that 7000 copies of the Quick Starts have been printed. The PDF will be available from 1st July. I saw a copy and it looks a very smart, well presented production, that recalls some of the classic products from back in the day.

I missed the seminar talking about the release of the game, but it looks like the it will be available before the end of 2017.

So, in the usual format, this is five highlights and a final fumble.

The Adventure ‘Into the Upland Marsh’ was based on the notes found in ‘Dragon Pass and other adventures’, a collection of unpublished material by Greg Stafford, with notes from Sandy Peterson. Thanks to strange chaotic encounters we were urged by the Storm Kahn to venture into the Upland Marsh to the place known as The Howling Tower to break the source of the disturbances.

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The handouts provided were maps drawn by Greg and the original type-written manuscripts, which added to the feel of an old school, new school mash-up.

The Characters The characters were enhanced by a rich biography which was generated during the character creation process. The rules weave the character background into key events are constructed around their personal heritage such as the activities of their grandparents.

The core attributes are the same however the character’s association with runes are significant and expressed as a percentage also, the formative experiences of the characters shape their passions. The level of devotion, hatred, and loyalties, for example, is also expressed as a percentage.

It’s possible to invoke passions to modify certain situations and enhance your chances. It can have an effect on the choices you make too. We encountered a fleeing Lunar war-band, the passions of some of the party meant that we HAD to attack, when a more tactical avoidance may have been more appropriate.

Combat The very first encounter was a horrific zombified broo which we set upon with relish. Within moments one of the characters, Mirava ‘no-nose’, had been hit hard in the left leg (yay!) and fumbled parrying, so hit herself in the face with her shield.

Many of the elements of combat remain much the same – blow-by-blow, descriptive and lethal.

Old school pedants may be interested to note that Defence modification is replaced with ‘parry’ being a catch-all term that covers the ability to avoid being hit, but strike rank is much the same as RQ 2e.

The broo unleashed a SIZ 70 Giant through a warp hole.

Ducks! Andrew didn’t have a copy of the bestiary, so the encounters were taken from various sources (including FANGS), which confirms its backwards compatibility. We headed to Duck Point and encountered the Death Drake named Cracked-Beak.

It was at this point that the player who had never played in Glorantha before, crinkled his forehead permanently.

Cracked-Beak was a great NPC who was willing to help with advice in-between revealing his obsession with finding and destroying a zombie Killer Whale known as Moby Duck.

Magic It was the application of magic that was the most significant difference. Healing is more readily available for one thing, which is much better than depending on someone learning Healing 6 to reattach limbs.

All characters had access to Rune Magic and were able to use elemental runes to enhance situations. There was a pick list of spells that could be used as long as they were associated with your character’s Rune.

In the giddy excitement of choosing something interesting, I forgot to apply the old faithful ‘BladeSharp 4’. It didn’t matter, as I rolled a crit at the crucial moment when the zombie Wyverns were attacking.

Thanks to my enhanced damage from my blessed sword I managed to do double-double damage. I know! It was an incredibly satisfying moment.

From what I’ve seen, magic feels magical and very Gloranthan in this new edition.

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Sneezes A big thank you is due to Andrew for running the game, especially since he had been cursed by Malia and was ill in the run up and during the Expo.

I’m not so grateful that I rolled a CON fumble and now have a stinking cold.

1-D-6 UK Games Expo 2017

Flat-cap? – CHECK 

RPG Tees? – CHECK

Polished Docs? – CHECK

Freshly stocked All Rolled Up? – CHECK


All I need is a travel pack of Hob Nobs and I’m on the road, heading to the land of Slade and motorways to experience the biggest event in the UK gaming calendar: UK Games Expo 2017.

Running over 3 days, it’s truly epic in scale and vision, and much bigger than anything else I’ve experienced. If my bulging email spambox is anything to go by, there’s a ravaging hoard of traders about to decend upon on the National Exhibition Centre hungry to devour my money in exchange for their latest offering. 

Half way through the year and I still need to make progress with my resolution to learn more about story-games and the innovations that occurred in the 90s and 00s during my RPG deep freeze. I’m using this as an educational field trip to help fill in the blanks. Here’s 5 highlights from my itinary… and a potential fumble:

Kong Island Rangers Simon Burley, of GOLDEN HEROES fame, is hosting a game featuring his lightweight rules for Anime/Manga based adventures. THE CODE OF SHOJO AND SHONEN was the subject of a kickstart that didn’t make its goal earlier in the year. It’s a shame because what I’ve seen, it’s narrative character creation and simple 2d6 resolution mechanic, deals with the quirks of the genre perfectly. Who can resist travelling to a mysterious island in the middle of the ocean with the promise of encountering a magnificent Kaiju?

HeroQuest Glorantha “If you ever get chance, play HeroQuest with Ian Cooper, he unlocked it for me,” suggested Big Jack Brass when I complained that my grognardy old brain couldn’t get round HeroQuest; it looks like there’s fun in it, but I’m not sure how to get it out. I have chance to find out the secret code for the combination lock as I’ll be joining Ian to play Cold Hard Iron: dwarves, Iron and Telmori, what can go wrong?

World of Darkness Apart from a guest appearance in an online game, I’ve never played WoD despite it’s overwhelming popularity. I really enjoyed the experience of playing a Spectoral NPC, so I’m looking forward to this scenario from the other side of the equation as I’ll play a sophomore heading to a cabin on the lake. Sounds harmless enough.

RuneQuest: Glorantha It’s not all about eating my RPG vegetables, there’s some old school goodness to feast on too (albeit a partially reheated new recipe). I’m very excited to get a sneak-peak play-test of the new RuneQuest by playing a rare Greg Stafford scenario facing undead in the Upland Marsh. 

Tweet-up! I want to meet, shake hands and chat with as many people as I can while I’m there. When I’m not gaming, I’m going to mingle and tingle.

Time out. My only concern is running out of time. My carriage awaits early Saturday evening. My old man homing beacon will switch on at noon. After that, my concentration will fix on catching the train. I need to get a hard copy of The Two Headed Serpent. I need to mootch around the trade hall …. at some point …

If only to justify getting all that spam. 

1D6 Operation Fast Pass

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When I was preparing Ep. 11 TOP SECRET, I was desperate to play the game again. I was keen to understand how the rules worked in play, as they’re paradoxical: a class and level game, that doesn’t really use class and levels; a neat character attribute generator that doesn’t tell you how to use them; a system of intuitive D100 mechanics peppered with clunky ‘outcome tables’.

I said in the GROGPOD: “It’s a narrative game trapped in a simualtionist rule-set”.

Is it really? Was it really a game of understated genius, or was it as Judge Blythy said “a bit weird.”

The only way to find out is to play the game, so the online GROGCLUB opened up for business last week to play the TSR module: Operation Fastpass (Code Name: Puzzle). It’s a scenario set in the Cold War era complete with ‘straight of central casting’ KGB agents.

The set up goes like this:

CLASSIFIED: Administrator – Priority A

SITUATION: Andrei Lerekov, a communist code expert, has sent a secret message indicating his desire to defect. Lerekov is the author of several military codes and has information of vital importance. He will be the guest speaker at the European Puzzle Editor’s Conference in Budapest.

OBJECTIVE: Help Lerekov to defect and ensure of his safe arrival in a friendly country.

AUTHORISATION: Administrator and Agents will operate under the authority of Section Mercury, ISB.

 

MISSION: Agent team will infiltrate the conference suite under cover, locate Lerekhov, neutralise enemy security, and get Lerekov out of the country. Security forces may include hostile agents.

Team personnel are authorised to use any means necessary to accomplish this mission.

CODE NAME: Puzzle

(ENDS)

Here’s 5 highlights and a lowlight from the first session.

The Setting The pitch that I made to the players was that it was going to be Man from U.N.C.L.E. with eighties chic meets Ocean’s 11. I realised when preparing the session that this was best viewed as a period piece. Although the agencies involved were the ‘real’ KGB and GRU unlike THRUSH or SPECTRE, for example, there’s an absurdity to the scenario now that we know more about the actual state of Soviet intelligence. They’re pitched as ruthlessly efficient, but it is probably better to see them as comic caricatures, because that what they seem like now.

I like how TOP SECRET equips the players with the Spy-fi gadgetry which allows this tongue-in-cheek approach possible.

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The KING is keen to make sure that this mission is a success after the failure of the last one.

The Characters  The players had great fun selecting actors from the period to represent their characters and they all adopted code names from a pack of cards, as they were known by the ISB as ‘The Lucky Deck. Once shuffled they were deniable assets installed behind the Iron Curtain.

KING of Clubs – Technician – Lead, Field Agent
QUEEN of Hearts – Assassin – Second in command
Diamond JACK – Infiltration
The KNAVE – Infiltration
The ACE of Spades – Investigation
JOKER – Technician

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The KNAVE knows that the QUEEN is something of a loose cannon.

The Tourist The adventure is constructed as a Hotel Dungeon, with rooms of interest designed for exploration and encounters rolled on tables at various points of the action. There’s enemies, allies and traps … that’s right … traps … for the player characters to discover as they search for Lerekov.

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I re-engineered the scenario so that it was suitable as a shorter, more action focused, session, but I’ve retained some of the encounters, such as the spy fiction enthusiast who has been keeping an eye on the ‘Ruskies’

He’s an American Industrialist, looking to make contacts, but also adding to his interest in the world of espionage by watching the comings and goings in the hotel. There was a great ‘side-scene’, almost ‘off-camera’ as the hapless ‘cobbler’, the KNAVE, sought his papers so that he could get the team out of Hungary. He wasn’t quite ready to tell the King that he wasn’t ready..

 The Trade Craft 

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He’s the master of the switch-switch, not a lot of people know that …

The best aspect of the session was seeing the players getting into the mode of thinking like spies. The KING and the JOKER did a sweep of the room to dry clean it before the rest of the team arrived to share their humint on the movements within the hotel. They found a bug in the light fitting, so they used a Fusion Jazz LP to turn their discussions into white noise.

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Last on the team sheet, the first with the answers …

They also used an elaborate bug system that dangled out of the window to listen to the room below, where they hear talk of the sinister myasnik, an infamous GRU general.

There was also a great scene where the Diamond JACK and the ACE of Spades exchanged a vital piece of information in an audacious ‘brush pass’ under the noses of the goons in the lobby filling with puzzlers.

The Imposter In a ludicrous piece of plotting, it turned out that there were TWO Lerekov  ‘s at the event and they need to use a code word to determine which one one is which, unless the QUEEN gets them all killed first.

Roll 20. The only downside is the increasing flakey behaviour of Roll 20. In recent months, it seems that the platform struggles with more than 4 in a game. We soldiered on, because peace and freedom was at stake…  Although, there was one agent, willing to take matters into her own hands …

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The QUEEN – they knew that she liked to shoot first before asking questions …

The online GROGCLUB is one of the many benefits of being a PATREON of the GROGNARD files Including a chance to determine the subject of the end of the year podcast. The nominations are open this week, with polling taking place next week. There’s RuneQuest and Gangbusters planned later in the year. To find out more, on the page.

1D6 The Fire Opal of Set

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Ours is not the only existence – not the only time stream on which there is an Earth. There are others and, like the planets in space, there are an infinite number…

Luther Arkwright, Roleplaying Across the Parallels, is a supplement that has been developed for Mythras (RuneQuest 6), based on the worlds created by Bryan Talbot in his great comic strip from the 1980s. Back in the Imagine episode of the podcast, I pledged to convert The Fire Opal of Set, an  adventure that appeared in issue 14, from Traveller to Mythras and run it at ConVergence, the new convention in Stockport.

The player characters are Valhalla agents, with special traits, who are sent to eliminate disruptors who are manipulating the time-streams with various nefarious schemes.

It came round faster than I anticipated and the conversion required more work than I appreciated (I’d forgotten the effort required when creating Mythras pre-gens and NPCs), but on Saturday I had a fantastic time, overcoming my recent GM doubts to participate in a cracking 6 hours.

The success was down to the original scenario written by Bryan Talbot and James Brunton as it’s an incredibly inventive, full of imaginative twists and turns, and down to the players, who were all very engaged with the their characters and were up for having fun in the story.

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Here’s my 6 part digest of what happened – 5 great moments, and a duff fumble – that’s the format.

1.Escalation Dice – The scenario sets up a race against time as they have to seek the FireFrost codex which is concealed on a disruptor knight known as Monkton. The FireFrost is a powerful weapon that threatens the very fabric of the multiverse.Fire Frost Briefing.jpg

The original scenario was intended to be run over several sessions, but this was a one-shot, so it needed forward propulsion to keep things moving. The player characters travelled through the time-streams via the TPV (a glorified TARDIS, but with pipes), otherwise known as ‘The Van’. It’s a precious bit of kit, so it would disappear if they didn’t get back in time, which would leave them trapped in time.

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My big escalation dice made its debut appearance … they raced on quad-bikes – falling off and being attacked by wolves with human-like faces. Later, they defied the entropic effects of FireFrost that almost sent them plunging to the Earth from the charter flight. There were several races against time to make sure they reached the van. The big dice worked perfectly to create the tension as time counted down, encouraging them to move on to the next parallel.

2. 00-66-74 Post Urban Collapse

The team are in search of one of Monkton’s indigenous pawns by the name of Snorty Hargreaves in a London that has been affected by successive chemical attacks. The atmosphere is toxic.

The Thames is arid and the ruins of London are overgrown. Snorty is dead. They discover that he is a revered supplier of much needed drugs to the people of TomsTown.

Through questioning and slight of hand the team discover that his death has been faked and the drugs he is supplying the town are contaminated by poisonous substances.

A zither was playing as they made their exit.

3. 03-02-47 Cha-no-yu on a Dark Afternoon

After some bargaining, the team agreed to trade some of their precious luck points in exchange for additional ‘game changing’ equipment. This included a unique Hokusai print that is only available on one of the time parallels.

They arrived at a parallel where Japan dominated Earth and the disruptor pawn was the Emperor’s geisha. Fortunately, she had weakness for exotic items so they used the print to get into the Emperor’s Palace.

Following an elaborate infiltration scheme they avoided being drugged and ended up with the geisha slung over their shoulder as they made a getaway in a chopper.

They extracted the information they needed and reprogrammed the TPV to head towards their target!

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4. 00-73-87 Puritan Protectorate Variation

The TPV was destroyed on appearance on the banks of the Thames.

They headed for The Maze, a rag-taggle buildings in a London where the fire of London hasn’t brought in ordered town planning… yet. Cut-throats, pimps and other n’er do wells gather in the mean streets.

A new NPC voice was added to my repertoire as I characterised Harry Fairfax (one of Luther’s contacts from the comics) as Danny Baker. He gave them a lead to Monkton and built up the tension, “He’s a crackshot, he never misses, I’ve seen him take out gorrillas!”

“He’s been out with a gorilla?” a player asked tentatively.

The sadistic and brutal abilities of Monkton filled the team with dread when they finally hunted him down to the Merry Widow, where he was stripped to the waist using a woman as human shield, with his mad piercing, blue eyes.

“His brown eyes are blue, the codex is hidden on a contact lens!” they realised as hell-fire broke lose as they tried to apprehend him.

5. The Valhalla Team

They managed to recover the codex and head to St Pauls’ Cathedral to Monkton’s TPV to return to Zero-Zero as incendiary devices ignited around the city.

It was a testament to the ingenuity of the players that they all managed to survive a deadly adventure using a deadly system. They were innovative in the application of their traits: The gadgetry of Vladek Kasyatkin got them out of some tight spots, Persephone McPherson’s analysis of drugs revealed the treachery of Snorty Hargreaves, Boston Singh nutted the geisha with his steel skull cap when she tried to drug them, Mycroft von Neuman devised schemes and launched grenades to provide cover for escape and, last but not least, Orlando Bridgeman*, the leader, used his slight of hand and tactical approach to give the team an impressive edge over the disruptors.

Thanks to Ed, Ste, Ian, Neil and Tom – it was great!

Also, thanks to Snowy and Kris for organising the event, Element Games is a good venue (with beer!) and highly recommended. I’m already looking forward to the next one!

6. Dice Loss

Every time I play somewhere away from home, I always lose a die, this time I lost 2 D12. At least I won’t miss them much.

*Interesting Bolton fact – James Brunton, the author of the scenario, lived in Bolton. Orlando Bridge is a railway bridge in the town!

 

1D6 The Sea Caves

On Saturday evening, I hosted the first Patreon, Online Grog-Club in the den under-the-stairs. Supporters at the $5+ level, who were interested in playing, were drawn from the beret to participate in a Runequest one-shot.

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When Rick Meint’s compiled the OSR Bundle for the Classic Runequest Kickstarter campaign last year, he included a never before published adventure, written by Greg Stafford.

The Sea Cave is an unfinished, brutal, zoo-type cave crawl. There’s some innovations built into the design of the complex: the way into the caves is affected by the Gloranthan tides, the players can choose to sail into the flooded caves or walk in during the low tide; also, the denizens of the cave have distinctive relationships with each other.

Despite its limitations, I liked some of the unusual encounters described in the supplement and thought that it would be a perfect, one-shot introduction to the mixed group of players invited to the session. Some of the players were old hands, who knew Runequest and Glorantha very well, others were returning after a long hiatus, while for some it was their first exposure to the delights of the system and place.

It was cracking fun, with tense, spectacular moments, plenty of atmosphere and laughs, lots of laughs.

Here are some of the highlights:

1) Ducks! 

Now, regular listeners to the podcast will know my opinion of ducks, but I was struck by the idea of creating a Humakt duck death squad just for the fun of it. Maybe I’ve been reading too much T&T.

Meet the team:

Brandi Coot – a wily bird who tried to be one step ahead of the opposition with great tactical acuity, using his giant turtleshell shield as to protect the team and using it as a makeshift life raft.

Purple-Eye – the broody one that skulks in the shadows with his two swords trying to convince Mal Hard to break his geas and use ambush tactics.

Moor-Hin – He’s adept with his griffin bone javelin and very tenacious. Very tenacious.

Mal Hard – the burly, healer who is tough enough to wield a bastard sword one-handed. He proved a crack-shot with the self bow too.

Rudi Blue-bill – The shortest and most eager to please, with the sharpest eye and skills with a throwing knife. His knife ‘BAK’ will return to the hand of the thrower on a whistle. Ducks can’t whistle.

2) Clackneed 

The only human in the team was a survivor of our Borderlands campaign. He had been wandering around the grantlands and Horngate with Daine’s sword. He is on the cusp of being a Rune Lord, so is heading to the Sea Caves to help him realise his ambitions.

He has raised the army to help Bryn Cor, the head of the fishermen, to rid the coast of a mysterious creature terrorising the fleet during the twilight catch.

He’s named Clackneed because he needs clacks. He became a mercenary to raise himself from poverty as an outcast.

By the end of the adventure he was Clack ‘kneed’ as every blow seemed to strike his legs. He was grateful of the support of his duck army!

3) The Sea Serpent The opening scene always carries the risk of being a damp-squib or a TPK. This one was almost both. It was extremely damp as it began on board a boat.

A couple of the ducks chose to push the boat along through the water, to get them to Corflu before nightfall.

The ship was attacked by a sea serpent, knocking some of the crew off their feet. Clackneed lost a limb (not for the last time). They all resisted the demoralising rattle to its tail.

The excitement came when Moor-Hin impaled the creature with his javelin. As the stricken creature plunged into the depths of the ocean, the plucky bird went in pursuit of his precious griffin-bone javelin. Deeper and deeper. He gripped on to his weapon and eventually managed to pull it out, before returning, coughing and spluttering to the surface.

4) The players are the thing …

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Eddy consulting the rulebook – still disputing the fumble rules after 30 years of playing together.

It’s always great to meet new players and this group bounded in duckdum very quickly as they rallied around the hapless wannabe Rune Lord.

Ruddi  – “Clackneed?”

Clackneed – “What? I’m busy.”

Ruddi – “WHISTLE!”

5) “There’s a Wyrm? How are you spelling it?”

It was ambitious to run this as a 3 hour one-shot and it proved too much.

They faced a dramatic encounter with a mermaid water spirit who was initially threatening the characters with her Wyrm, before revealing that the Wyrm is her enemy and she wants it destroyed.

There’s going to be an extra session to deal with the Wyrm.

Brandi Coot declared, “A worm? Who’s afraid of a puny earthworm?”

Cue my Harryhausan sound effects echoing through the cave and the collective headsets.

to be continued …

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6) We’ve joined a select group.

There must only be a handful of people in the world who have been in these caves. The brave pioneers are proudly listed at the front.

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The next Patreon, Online Grog-Club is due in February 2017. See the Patreon page, where details will be posted nearer the time.

1D6 Old Scrotes and Armchairs UNITE!

I’m 46 Live in Southport not far from Bolton and like you we used to play rpg’s from the age of 12 many years ago through those long summers.

And have recently got in touch with the old gang & are doing a 5th ed d&d ‘old scrote’ once a month session. Would you like to join sometime ?

1st Jan, 2016 – Ric Gillett

It was an offer we couldn’t refuse. On the very first day of this year we were invited to join the ‘Old Scrotes’ club in nearby Southport. After a few exchanges of emails, it seemed a perfect opportunity to learn more about 5th edition D&D.

We have played an online opening game of Mines of Phandelver from the D&D Starter Pack, which starts at 1st level and works up to 4-5, but how do the new mechanics handle adventures at a high level?

Blythy and I made the journey through the endless fields of sprouts towards the quaint seaside town of Southport that’s known in Bolton as ‘God’s Waiting Room’, as it is the place where people of the North West gravitate towards to retire.

The Old Scrotes Club very generously invited us to join in their quarterly game, where they congregate from all corners of the North, to gather for a mammoth 12 hour session. They have an ongoing campaign in the Under Dark titled ‘The Steam Dwarves’ as the party are all Dwarves. In previous adventures, they have mastered huge Iron Suits with fire and water elementals bound into them that give them steam-powers and flame-throwing abilities.

I’ve interviewed Ric and Tim (the Games Master) for the podcast and will be appearing soon, where they’ll talk about their experiences back in the day and how they have found playing 5th edition D&D.

It’s all good stuff, but in the mean time, these are my top 4 highlights from the session and one low blow.

FULL-STEAM AHEAD

  1. THE ANTICIPATION
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Snacks, the Cursed Dice Cup, The Player’s Handbook and something to ‘get into character’.

We were to play gnomes. Deep gnomes. Svirfneblin (bless you.) At first we thought it was some kind of joke. They are after all borderline scousers, so we thought it might be some way of cutting the Woolly Backs down to size.

Using the 5th Edition, it is possible to create characters of different fantasy races with colour and interesting detail. Blythy played a druid (almost a boring cleric, but the daisy chains make all the difference) and he studied the spells very, very carefully ahead of play, waiting for the dramatic moment when he could transform to an elemental. Erky Ningle kept a scorpion in a box too, ready for the moment when he could make it giant, (cue endless debate over it being ‘Gnome Giant’ or ‘Giant’).

I was to be rogue with slippers of spider climb, hence he was known as Nackel ‘Sticky Foot’ Bilge, friend of the druid who accompanied him from recently destroyed Gnome Market to seek assistance from the Dwarves.

2.THE DWARVEN COUNCIL

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Tim the DM carefully wove a back story for why we were making contact with the Dwarves, who had successfully secured a fortified keep in the Under Dark. Drow, Goblins, Hobgoblins, Dwarves and Gnomes had all begun to behave strangely, as if in the grip of a madness. The gnomes had seen an Intellect Devourer escape from the brain of one of their clan who had been affected. They were keen to seek help to destroy the Illithid hive and put an end to the madness, so the Gnome Market could open once more.

Now. We have a small group, which usually means doubling up characters, so we have got into the habit of using reported speech, “well, I’ll say this in a harsh manner etc.” and tend to avoid to getting into ‘acting out’ the scene. We use it occasionally, at key moments, to crank up the tension.

The Old Scroates were masters at speaking in character, for the first hour Tim the DM went for a fag, while the players engaged in argument and counter argument in Scottish accents. The wizard believed that their small army should revive the Gnome Market and win the hearts and minds of the people of the Under Dark (a post-Iraq option), while the Cleric and Ranger believed that a recon mission, with force, should seek out the Illithid hive and neutralise it.

It was very absorbing. I felt like I was actually there, cowering before Cherry, the buxom member of council, pleading for assistance to free capital within the Under Dark.

The discussion was interrupted by green smoke emitting from the vaults below the keep.

3. UNLUCKY STICKY AND THE EVIL DICE

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Once in the underground vaults of the keep, exploring the haunted crypts, the Cursed Dice Cup managed to confound the Old Scroates as I managed to roll a row of successive ones.

At one time, when I had ‘the advantage’ I rolled a one and a two. My D20 was sealed in a small box that once stored baby rusks. It was banished there until it could learn to behave.

There followed an experiment where the dice was ducked in water to prove it had a bias … a bubble inside … or a witch …or something.

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4. UNDEAD ARMY

What does 5th edition do at high levels? Well, I don’t want to steal our podcast thunder, but it has the capacity to provide ‘the spectacular’. After creeping carefully through the crypt we were tormented by a Necromancer/ Litch type creature who was entering our heads, imploring to leave the place.

Evidence was everywhere that he had been attempting to zombify creatures and soon, we made the encounter – 200 plus dwarven zombies with wraiths, zombie beholders and ogres thrown in for good measure.

Spells were cast. Axes were swung in whirlwind attacks. The Cleric cried ‘turn again zombies, turn again’!

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“Those are not dots. They’re zombies!”

Meanwhile, Sticky Foot was on the ceiling, sneak-attacking with a bow and dodging disintegrating rays from the Zombie Beholder like Lionel Richie with a ferret down my pants. One of them hit too.

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5. BRING IN THE TANK

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We had late-coming Old Scroate. We had been missing a much needed fighter, but fortunately in the late afternoon he’d turned up when the rest of the party were exhausted and with his assistance the dwarves and gnomes thrashed through a zoo of zombies, including a Medusa, Gelentious Cube, a Grell and a rust monster.

OUT OF STEAM

6.WHERE DID THE TIME GO?

The only downside was that it seem to come to an end so soon. Time is transcendental as well as physical. Those 11 hours seemed to pass so quickly that it came to an end before had chance to realise the extent of the destruction that the Slaadi caused.

Perhaps we shouldn’t have hit the lid off that bottle.