Wiffle and waffle with the wise Baz and Gaz: the GROGNARD files, RuneQuest, Glorantha, 24 hour session (tips) and lots of other chatterage.
Category: The Armchair Adventurers
News, views and miscellaneous guff from the club.
GROGMEET 2017 ScrapBook
In April last year, I sent out a speculative tweet, asking if anyone would be interested in meeting up in Manchester to play a game. Last time I did an advert like that, only Eddy and his mates turned up, this time it created GROGMEET.
Last year there were 8 games available, this time there was the opportunity to play 19 games over two days.
Thank you to everyone who attended, especially the Games Masters, without whom it wouldn’t be possible.
We also had a fundraising event to support the 24 Hour Game of RuneQuest that I’m running next week for Alder Hey children’s hospital. There were some very generous prizes provided by people attending and we raised £283.
I’ll let the photos speak for themselves. Until next year …
Adios amigos!
(Check #GROGMEET #GROGMEET17 #GROGMEET2017 for more great pics)
GROGMEET EVE


























Blades in the Dark – with Iain McAllister
If you want a more detailed overview of Blades in the Dark – listen to Baz and Gaz chatting to @thegiantbrain on The Smart Party podcast
1D6 Blades in the Dark: a GROGNARD’s Guide

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?

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!

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.
Twenty Four Hour Total Party-Kill
I’m honoured to be taking part in this year’s Charity 24 hour RPG organised by Tim from the Old Scroates. On 18th November from 1pm to 1 pm the next day there will be an RPG endurance test at WarGames in Southport, featuring Numenera, StarFinder and D&D 5e.
The event is in aid of a very worthy cause: Alder Hey Children’s Hospital; a specialist unit that has touched the lives of many families in the North West region. Players will pledge a donation and the top 6 bids will ‘win’ a place at the table.
If you can’t attend, but would still like to support the players in this test of an old man’s ability to think straight for longer than 3 hours, then please donate at the Just Giving page, where you’ll also find more details about the event.
RUNEQUEST

I will be offering a table of RuneQuest Adventures in Glorantha, using the GENCON preview version. You’ll roll characters using the new-improved immersive rules, before heading north, from Dragon Pass, to forge a new life for you and your clan in the Dorastor region. A new life awaits you in the Land of Doom.

MAKE A PLEDGE
If you would like to play any of the games, simply send an email to kinoandhermes@gmail.com with your details, which game you’d like to play and your pledge amount.
You don’t have to pay anything at this stage. The bidding closes 1st November.
Fanzine Scrap Book: Cambridge University ‘zines
“The thing about these zines is that I don’t have anything to do with them. They came from the archives of the Cambridge University Roleplaying and Tabletop Society, formerly the Cambridge University Roleplaying Society, formerly the Cambridge University Dungeons and Dragons Society. I didn’t read them when they came out; I was 3 or at the time. A year or two ago, the society decided to get rid of the parts of its library that were not relevant to games that members actually played. Old games and books were sold off to raise funds to buy materials for more recent games. I bought a few books but also got given lots of old magazines that were just going to be thrown away. A lot of these were 80s White Dwarf and Imagine, which I added to my collection happily, but I also came away with these zines. They were among the oldest items in the magazines collection, a good few years before the bulk of the WDs I got.
I think the society’s decision is an interesting one: given that theyhave a limited amount of storage space and a limited budget, it makes sense that they’d choose to get rid of things that seldom get pulled from the collection. The old White Dwarfs had just become a white elephant, a bulky object passed between society librarians but never really read. The society’s members don’t play 1st ed. AD&D or Runequest or Traveller or whatever — they play 5E and story games and, well, I suppose they do still play Call of Cthulhu. So it makes sense that the society, which is, after all, devoted to *playing* games, should prioritise that over preserving its history.
For me, though, the zines are a fascinating piece of gaming history and one that I am glad to have had a chance to look at. Reading about the museum exhibits being prepared for this year’s GenCon, I wonder if there will some day be a museum (or just an exhibit) devoted to the history of RPGs — or even the British community specifically. It seems like there are a lot of interesting things to say about the way in which these fanzines represent an early community where games inspired people to create and share things and where there wasn’t a whole lot of differences between player and game designer.”
James Holloway – http://gonzohistorygaming.blogspot.co.uk/ – @gonzohistory (keep checking James’ blog for news of his podcast Monster Man – The Monster Manual monster by monster, from A-Z.)



Fanzine Scrap Book: Tasarion
As promised in the last GROGPOD this is the first in a series of blog posts featuring samples from RPG zines from back in the day.
Long, long before he directed a cast of thousands of Lannister extras to their death, Graham Kinniburgh was a very young Tolkien enthusiast. He has provided some sample pages from his ‘zine for the GROGSQUAD to enjoy:
A short note on Tasarion – a Tolkien Fanzine
GROGPOD listeners will had a gateway author (or perhaps a game) that will have introduced them to world of geekdom. For a small group of friends in Greenock in the West of Scotland at the very dawn of the eighties, that author was the undisputed Lord of Fantasy Fiction himself – JRR Tolkien.
And having fallen on love with the world and works of Middle-Earth, it was perhaps only natural that we would seek out other like-minded souls in the wider world. Of course the internet wasn’t around back then, but an organisation calling itself ‘The Tolkien Society’ did advertise its existence in the back pages of some of the (many) Tolkien related paperbacks that we bought. Letters via snail-mail duly exchanged, and parental cheques dispatched and cashed, we were soon ‘officially’ ‘The Hobbiton Smial’ – ‘smials’ being the name for the various local clusters of Tolkien Society members dotted round the country. What’s more, we were soon in receipt of ‘Amon Hen’ – the Society newsletter, and ‘Mallorn’ its intimidatingly erudite ‘scholarly’ publication.
‘Amon Hen’ contained news of society meetings (aka ‘moots’) and events, articles, short fiction, poetry, artwork and other Tolkienish tid-bits and through its pages we learned that some of the other ‘smials’ were producing their own newsletters too. I’m not sure if we used the word ‘fanzine’ at the time, but that’s what they were and it was only natural, despite the fact that we were only 12 (!!) that we would want to have a stab it too.
Thus was born ‘Tasarion’ our humble little offering to go alongside those other more grown-up publications The production details are practically lost to memory but I do recall struggles with such archaic tech as be-ribboned manual typewriters, pritt-stikk, tipp-ex and ancient photocopiers (issue 2, now seemingly lost to history, was cranked out on something called a Gestetner – which I remember being as hideous to use as its name sounds tripping off the tongue). However, our surviving issues are in surprisingly good condition so we must have done something right and am pleased to notice that the quality of the issues did improve so that they did look a lot more like ‘Amon Hen’ etc by the end.
As for the content, well please bear in mind our age. While we may squirm a little (ok a lot) reading them back now, we do so also rather pleased and proud that we made the effort to give vent to our fledgling imaginations and creativity.
Tasarion lasted for a grand total of 6 issues. Like a young band just hitting its stride with some decent material beginning to sell, we ran into ‘creative differences’; as we hit our moody teens we decided to re-imagine ourselves – no longer the Society’s young ‘halflings’, we wanted to be the bad guys of Middle-Earth and, as inevitable as acne, we re-branded ourselves as ‘The Dark Crown’ (it is for you to decide, dear listener, whether the sight of certain young goth ladies dressed as leather- clad ‘Brides of Sauron’ at the Society’s Oxonmoot in ’82 had anything to do with that decision !).
In short, things other than fanzine production occupied our time – sadly I cannot report that it was the sex, drugs and black-magic infused rock & roll that we craved – but probably even MORE of an obscure little game we’d been playing called Dungeons & Dragons
Graham Kinniburgh







Meeples & Miniatures – Episode 223 – Sword & Spear Fantasy
GROGZINE Annual 2018 – Update
The GROGNARD Files 2018 Annual ‘zine is taking shape ready for its launch at GROGMEET on 11th November. Here’s a taste of what it includes
Monsters! Monsters! Monsters! Contributions from Ken St Andre and Liz Danforth
Deva – setting Pendragon in Chester from Kehaar
A wonderfully out-of-joint Call of Cthulhu scenario by Roger Coe
Better Living through Chemistry – a Judge Dredd RPG scenario from @dailydwarf
A short story from Justin Hill
What happened to Nic Novice? A collaboration with Paul Cockburn and Wayne Peters
The GROGNARD character class from Phil ‘the Dice Mechanic’
Frozen. A further chapter from The Armchair Adventurer’s memoir
A special Open Box with submissions from GROGMEET GMs and GROGSQUAD listeners
The podcast is free, but the overheads and additional projects, such as the ‘zine, are funded through the generous support of Patreons. All Patreons will be sent a hard copy, wherever they are in the world, after the launch. The printing will be limited to the total number of Patreons at the cut-off of 30th September plus 35 for contributors, GROGMEET attendees and review copies.
If you pledge at $3.50 level and above, you’ll also get a hard copies of The Complete Daily Dwarf Volume 2 which includes essays about Fiends, Dagon, Langford, and RuneRites.
PDFs will be available for Patreons joining after the cut off point.
Join the GROGSQUAD and become an honorary Armchair Adventurer to access the ‘zine
GROGZINE 2017 – on PDF
The ‘zine produced last year is now available for download on drive thru RPG on a ‘pay what you want’ basis.
Please download and donate as all proceeds will go towards the YSDC church roof fund.
Yog Sothoth dot com provide a vital fan-function and we want to play our small part in keeping it going: so please help us raise some money to sustain the forums, podcasts, stationery coverage, odd-things recorded on obsolete formats and innovative YSDC activity for years to come.
The GROGNARD files ‘zine and The Complete Daily Dwarf – available on drive thru RPG
Bones of the Lost God
Over on Twitter and G plus, we’ve been celebrating the 2nd anniversary of the launch of the GROGPOD by asking listeners “what has been your favourite Episode so far?”
If it’s good enough for Ken and Robin, then tireless self-promotion must be ok for us humble souls, right?
It seems that we peaked too soon with RuneQuest in Episode 1. The enthusiasm and passion that I had for my first RPG love seemed to hit a chord with those that have listened. It’s good to know that the podcast struck the right note early as it took long months of experimenting, researching and ‘find a voice’ before that first episode was released on SoundCloud, where no one could find it.
Creating the Podcast has put me in touch with great people who have been incredibly generous with their time and knowledge to reeducate me in gaming, to bring me up to speed with the developments of the hobby and to remind me about all the great stuff I’d forgotten about. It’s good to know that many people turn to the Tunnels and Trolls episode, where John Hancock proselytised about the game and its potential for putting fun back into your game.
For some listeners, they liked the last Episode the most, as they found Ian Marsh’s stories and my experiences with Postal Gaming interesting; fanzines and PBMs is an area of the hobby that is not usually explored in podcasts.
GOING POSTAL
I’ll stop blowing smoke up my fundament in a moment, but until then, I want to talk more about PBMs. In the first GROGZINE I wrote a piece about The Gladiators Gazette, which was a PBM ‘zine that used the rules of RuneQuest, Tunnels and Trolls, D&D, and DragonQuest to create a gladiatorial arena where it was possible to create a gladiator to compete in a fight against a bunch of mercurial NPCs. The ‘zine developed over time so that the interaction between the participating characters became more important than the battles. In the piece, I wrote about how this experience of connecting with other players across the country was remarkably influential in my formative years. I even managed to track down the Games Master and the producer of the ‘zine, Jan McManus, to find out about why it came to such an abrupt end.
The most rewarding element of producing the podcast has always been hearing the stories of people rediscovering their love of the hobby. During the past couple of years there’s been tales of new RuneQuest groups, getting the old gang back together, or Traveller players, dusting off their little black books to play with strangers online, and there’s been a spin-off World of Darkness campaign thanks to bringing players together through the Patreon games that I’ve run. Keehar, from the Dissecting Worlds Podcast, as connected with listeners to produce an epic Pendragon campaign set around Chester; gritty, magical and wonderfully detailed (he’s written a great piece about it for the next GROGZINE, make sure you don’t miss it, sign up to the Patreon today!)
However, this weekend, the best legacy of the past two year’s efforts has arrived. BONES OF THE LOST GOD is a PBM ‘zine directly inspired by The Gladiators Gazette. The first issue is now available. The action takes place in an arena where you can play combatants spurned into battle by patrons, guilds and shadowy organisations. They’ll fight in the area defined by the bones of the Lost God’s Avatar, where his giant ribcage forms the stage for the bloodsport. The ‘zine offers places for the players to interact (The Frog and Bone Inn) to catch up on gossip and the manoeuvrings of the various factions within the arena. The opening issue gives an indication of some the underlying tensions in and around the arena, with Myxile throwing up the gambling odds and gossip (a wonderful homage to the original Ulmus Grabb in the original Gladiator’s Gazette). If combat is not your bag, then there’s potential to play different characters or parties exploring different areas in the town and engaging with the population.
This is the splendid work of Phil Cooper (@rumorsmatrix) who is using Labyrinth Lord and Solo Heroes to run the game. Please, please, please show your support by getting in touch with him and supporting this fantastic project at patreon. There’s room for more players if you get on board soon.
This could see the return of Marcus Mendusor, the grizzled noble from the original Gladiators Gazette, who I played until his in untimely incarceration in Lord Hendrick’s jails.
KEEP ON, KEEPING ON, ‘TIL SOMEONE SHOUTS FISHFINGER

As we enter the third year of the GROGPOD, with GROGMEET and the latest GROGZINE in planning, its great to know that there’s people out there still interested in what we’re doing.
We went to our occasional podcast production meeting at the Las O Gowrie in Manchester this week and, in-between conversations about the pressing matter of “which was the best ever Bond opening scene”, we sketched out the programme for the next 12 months. We have some really interesting games and guest contributors in the pipeline.
You’ll let us know when it gets boring, won’t you?
The first GROGZINE will shortly be available on Drivethrurpg on a ‘pay what you want’ basis. All proceeds raised from Drive Thru RPG will be donated to YSDC to help support all of the great work that they do to enhance Call of Cthulhu fan activity.
The next GROGZINE will be launched in November. All Patreons who are registered before the end of September will get a copy, wherever they are in the world, after that there will be a PFD version available for new Patreons joining after the 30th September cut-off.
More details about the content will be posted shortly.






