The King of Dungeons – last few days!

We don’t normally promote stuff on the GROGNARD files, but there’s always an exception to prove the rule.

I implore you to pledge to The King of Dungeons KickStarter, before it’s too late.

One of the most articulate and engaging commentators on the RPG scene past and present is Baz Stevens, from the What Would the Smart Party Do? podcast. Along with his co-host Gaz, he has always been incredibly supportive of the GROGNARD files and has contributed to several episodes. Over the years he has challenged and informed my thinking about RPGs and made me a better player.

He’s written an RPG rules set within a framework that imagines “Adventuring as a career” in a way that is flexible enough to fit in any setting. What would your obligations be to your guild? How would the clauses a contract be negotiated? How do you compete in a dog-eat-dog world where everyone is chasing the same gold piece?

At GROGMEET this year, the game is being set in both Glorantha and the worlds of Earthdawn.

The rules are based on 13th Age but stripped down to the essentials, so there’s a familiar old-school feel to how the rules operate. The character creation is great fun (you’ll spend evenings just generating interesting player characters with quirky features) and the resolution is quick but puts drama first.

The rules are written in a disarmingly chatty style that is like a mate, enthusiastically explaining how to play while drinking a pint.

Many GROGSQUADers are supporters of the campaign already, but in case you missed it, this is your alarm call. The best adventurers always have an eye on the prize.

Dirk the Dice

1D6 Year on the GROG – Half Term Report

I’m an RPG addict. I can feel it every waking moment and I can’t resist the impulse. Maintaining a constant feed of the habit requires scheduling. Here’s an up date on my plans:

Here at the Armchair Adventurers, we like to have a broad thematic approach to our gaming. When I say ‘broad’ I mean that we feel free to ignore the theme if it doesn’t quite fit. This year we are exploring some of our influences from when we were playing in the eighties. You’ll notice from the recent GROGPOD episodes with the introduction of the GROGGLEBOX segment, we are revisiting some of the film and television that informed our imagination as we were discovering RPGs.

Now that I’m at the half-way point of the year, with great games behind me, I’m looking forward to what’s coming and the theme is still ‘broadly’ influencing what I intend to run as a GM and play as a player.

I’m pleased that we have managed to get the momentum behind continuing serials of games as well as one-shots. The Two-Headed Serpent campaign continues to surprise and impress me with its inventiveness. This is Cthulhu gaming at its most adventurous and, following over a year of play, I don’t feel any sense of ‘campaign-fatigue’; the central conundrum that the players are trying to negotiate is still an intriguing premise after 16 plus sessions. It helps that there is a great group of players who have really got into the pulp spirit of their characters.

Our fortnightly D&D 5e group has been dabbling in the sandbox of WaterDeep during Dragon Heist, with a cast of thousands. We’ve been playing factions against each other to progress our reputations in the city and to deal with the sometimes contradictory motives of the player characters. It has been fun being a Teifling-Monk landlord of a hostelry, but we have hit the next act, which is going to involve some old fashioned dungeoning and dragoning.

We’ve also enjoyed more sporadic campaigning in the Old World of Warhammer, the final frontiers of Star Trek and Glorantha HeroQuesting in Dragon Pass.

1. Ed’s Shed

Last year, we experienced the ‘Eddy Corrective’ when Eddy slammed the brakes on our endless ‘pursuit of the new’.

He suggested that we should stop, reflect on what made us excited about coming back into the hobby in the first place and rediscover the old school magic. Instead of delving the depths of The Curse of Strahd D&D 5e style, we went back to the relative simplicity of RuneQuest 2nd editon (The Rainbow Mounds) and OpenQuest in Hårn.

Now we are playing Monster of the Week.

I know. It sounds like the Eddy Corrective has gone off the rails. I never thought that Eddy’s negative response to the new games in our repertoire would end with us playing PBTA, AND really enjoying it, but that’s what’s happened.

However, the ‘corrective’ was more about a return to simplicity than about ‘keeping it old’ and Monster of Week is perfect in that regard as it is both simple and focused in a way that suits our gaming group.

Following our recent White Dwarf Book Club, I’m going to use The Black Hack to resurrect Troubles at Embertrees over the summer with a view to running the StarStone adventures from The Northern Sages. I have an idea of how the story could continue and the elegant design of The Black Hack will suit it perfectly. I think.

2. Blake’s Seven

On the Kanban board, the next row that is being attacked is ‘Blakes 7 – the Role-Playing Game‘ using the fan-made rules from Horizon. Andy Cousins has created the crew and I’ll sticking the the first season as I’m not a mega-fan like Blythy. I hope that I can recreate the TV episode experience with the same aplomb that Blythy managed with FATE for Robin of Sherwood. All being well, you should hear the results in a forthcoming episode of the GROGPOD.

3. Vurt

For Owlbear and the Wizard’s Staff, I’m preparing a one-shot game of Vurt: The Tabletop Roleplaying Game from Ravendesk games.

I’ve always been a fan of Jeff Noon’s vision of Manchester as Utopian cityscape, where it’s possible to slip into a consensual dream space and encounter the weird and wonderful in experiences that may impact on your circumstances in the real world. It seemed the perfect fit for an RPG, so when it was available for retail last year, after a successful Kickstarter, I bought it.

It is based on the Cypher System devised by Monte Cook games and it fits the setting really well as the feathers that invoke the dreams, act like one use cyphers.

I have an idea for an adventure that explores some of the weirdness of Bolton’s past and some of the characters that you might encounter in my home town. I can feel an epic production coming on.

4. Legend of the Five Rings

The annual charity RPG event held in Southport, is earlier than usual (the week after Owl Bear on 28th and 29th September. There are a couple of 24 hour games available, but like last year, I’m going be a wuss and offer 12 hours.

It’s a perfect opportunity to complete a campaign in one sitting, the time flies while you raise money for charity (this year the chosen charity is Galloway’s Society for the Blind)

When I went to UK GamesExpo, I really enjoyed the Legend of Five Rings session, so I’m planning on running one of the pre-written adventures at the charity event.

If we can understand the results of dice at the end of the 12 hours, we will have succeeded.

5. Wednesday Game Day

Blythy and I have managed to squeeze in some time during the week to visit a local gaming coffee shop. We’ve been trying out some card-based games. We really enjoyed Miskatonic University Restricted Collection. KeyForge, not so much (it’s already gone on eBay). We’re going to continue to experiment and extend our range (perhaps some Nights’ Black Agents Solo Ops?).

6. I’m ‘peak gaming’ yet I still can’t get enough. Following all the White Dwarf chat, I’ve started to pine for Traveller.

The addiction continues.

White Dwarf Book Club – Issue 41

This week, the dice have revealed another gem from The First Golden Age of White Dwarf, as defined in the 7 Ages of White Dwarf by Daily Dwarf (more about that in the next GROGPOD).

So True, funny how it is, Spandau Ballet were top of the charts in May 1983. It was a month where Polish people demonstrated against military rule in a show of Solidarność and the retro-virus we now refer to as HIV was discovered to be the cause of AIDS by two independent research groups

The Return of the Jedi was released in the US (we would have to wait until the Summer to see it).

I was on holiday on a campsite in Morecambe, reading novelisations of The Professionals into the night using my torch (my mum got them off one of those racks spinning in the wind next to the fishing nets, refusing to get me a Gor novel). I was also reading the Five Eyes Temple scenario for Borderlands as we were about to spend weeks in there (hard to believe that I eventually did the whole campaign in 24 hours 34 years later).

If you’ve listened to the GROGPOD 29 you’ll know that Blythy refers to a couple of items that appear in this Issue. Have you played The Snowbird Mystery? Is anyone else surprised at the amount of Car Wars we’ve seen in the issues so far? Did you encounter Phil Master’s Inhuman Gods? What did you think of Oliver Dickinson’s Grisselda stories? Yay, finally, I can use the disc as a weapon in D&D! Plus, Another amazing cover!

White Dwarf Book Club Issue 53

May 1984, I was supposed to be doing my exams, but I was staring out of the window looking forward to a state sponsored summer of RPGs.

Duran Duran knocked Hello by Lionel Richie off the ‘top spot’ with The Reflex. In the cinema Indiana Jones was getting a second outing in The Temple of Doom. As I was hitting 16, so was Molly Ringwald in Sixteen Candles (one of my favourites from the year) and Spinal Tap hit the road.

A strange issue this one as it followed an ‘on boarding’ point where the magazine was relaunched to appeal to newcomers to the hobby who were playing Fighting Fantasy. Many of the articles are ‘part 2’ of a series.

A great cover. What do you make of this issue?

This book club will continue for as long as there is interest. Please comment and pass it on. Thanks, Dirk.

Fanzine Scrapbook – The Beholder

White Dwarf helped to shape the ‘zine scene in many different ways. Usually, it provided something for upstart teenagers to push against. Often challenging the orthodoxies of the war gaming luminaries such as Lew Pulsipher: DragonLords is notable for its mockery of the authoritarian views on ‘how to do D&D right’ in the early editions of White Dwarf.

Others were happy to ape its style and content to create their own unique variations on the themes that circulated in those early years. The Beholder is an example of this approach, seeing itself as a resource for AD&D Dungeon Masters. Edited (and mostly written by) Michael G. Stoner (Mike) and Guy Duke who tried to pitch their zine ‘to everyone, from the rank amateur to top-class pro.’

It’s hard to date stamp these issues, but it seems that they appeared monthly from about April 1979, featuring reviews, new spells, tips on how to make encounters more interesting and scenarios with a ‘significant’ map presented in the centrefold.

They also included lots of monsters, Fiend Factory style, which they had ambitions of spinning out into publications in its own right; a ‘mini-Monster Manual’ is suggested in the editorial. They are neatly produced, efficiently written and still retain a sense of purpose as a quirky addition to the more professional DM resources that were emerging at the time.

Were you a subscriber or a contributor to The Beholder? Did they spin out and create other publications? Have you confronted any of these beasts?

‘Thin Giant’ … can’t be seen side-on
Time travelling rats that have come from the future ‘to see what it’s like’

Thanks to Doc ‘Con’ Cowie for the loan of these ‘zines from his collection

White Dwarf Book Club – issue 33

A new feature recommended by the GROGSQUAD. A weekly White Dwarf Book Club, so we can read the same issue together and talk about some of the features, scenarios, reviews, adverts, letters and other aspects of the magazine.

Leave your thoughts in the comments below. If this is popular, I’ll roll on a d100 every Tuesday and post it here. This week, let’s begin when I begun, issue 33.

Dirk

UK Games Expo 2019 Scrapbook

IMG_1718.jpeg
I have at least 2 more chins than last year

IMG_1763.jpeg
We tromped around those big halls several times: sensory overload, how many copies of Pandemic can you fit in one place?

IMG_1729.jpeg
“Hida San uses the full might of his indomitable will to wield the otsuchi above his head to shatter the carapace of the evil manifestation,” and misses

IMG_1730.jpeg
Unleash the Strontium Dogs!

61608164_10219269683357556_7802889321135996928_o.jpg
This is moments after my Caroline Munro Bollywood dance demo during Caparnaüm: The Tales of the Dragon-Marked

D7-1D74WkAA-JPc.jpg
Watching us, watching you, watching us … thanks to everyone who attended the seminar hosted by The Smart Party

IMG_1747.jpeg
Doc ‘Con’ Cowie was the designated ‘card monkey’ for PSI World

IMG_1756.jpeg
The Smart Party! “Always pictured with a pint” Gaz and “Much taller than you think” Baz

IMG_1738.jpeg
I had five bags full of books and bling. Blythy used PDFs on a tablet and fitted it all in a tiny, tiny bag. Next year he’s appearing as a hologram.

61849195_10219269688917695_2747531514584498176_o.jpg
Silkspindle Spire emerges before the eyes of the players during Lyonesse (the cursed dice cup – remember that? – makes an appearance)

IMG_1766.jpeg
Daily Dwarf, Judge Blythy, Old Scouse Role-Player and OrlanthR do some post-con analysis

IMG_1768.jpg
My purchases – I couldn’t find a KeyForge Starter Set for love or money

1D6 UK Games Expo ’19 Exposed

Sigh. That’s it. Over for another year.

This is the third time that I’ve been to UK Games Expo and it was my best experience so far; I know the geography of the place and feel more comfortable than I have on previous occasions.

I met loads of great people, missed many more; play’s the thing, I spent most of the time in the ‘Devon’ room in the Hilton Metropol, as a GM and player, which meant I didn’t have enough time to socialise outside of playing.

Somehow I even managed to fit appearing in a seminar into the schedule. It featured the collective wisdom of Baz & Gaz from the Smart Party with Paul Fricker from The Good Friends of Jackson Ellias with some inspiring, fluent and engaging tips on running games at conventions. I’m on there too, mumbling about middle-management for some reason. You can listen to it on The Smart Party feed.

“There’s a massive queue for your seminar!” someone tweeted. I thought, “they’ve gone to the wrong one.” Sure enough, Paul and I found a queue for another seminar running at the same time; he shouted over the crowd, “If you want the How to GM at Conventions seminar, follow us.”

He rolled against CHA and 1d4 hirelings emerged.

Here are my 5 highlights and a fumble.

1. Legend of the Five Rings

IMG_1727 3.jpeg
We had sake to get us into the mood of the wedding celebrations

Earlier this year I bought the new edition of Legend of the Five Rings as I was intrigued by its setting of Rokugan, the Emerald Empire. The concept of a fantasy Far East is really appealing and the books are beautifully produced, but after reading it, I had no idea how to start playing.

It’s the kind of game that will be a hard-sell to our group because it needs a certain level of absorption to get the most out of the intrigue between the different competing dynasties. Asako_Soh (from Twitter) created an introductory adventure that focused on the House of Crane and the House of Crab being united by a wedding. We played samurai who discover that the bride-to-be has gone missing.

I’m still not entirely sure how the dice work (it’s a bit like reading tea-leaves) but the pre-gens and the setting allowed for some good interplay between players. There were some nice role-playing moments where the mannered, cultured and very judgey Crane were trying to hide the truth from the cruder Crabs.

The end was spectacular featuring an epilogue with a duel between the one-armed Samurai of the Crane, and my brutish, Crab samurai who was better with a blunt instrument than the finesse of the katana, so was struck down, across the clavicle.

It was an excellent introduction to the game. A great start to the convention.

2. Strontium Dog

IMG_1735 2.jpeg
Wild Dia – an arsonist who burn Rhyl to the ground, has jerry-built a huge gun to protect Stump Valley

“Bringing Akill-Ease to Heel is my homage to the early Pat Mills satirical Strontium Dog stories from the early 80’s using Savage Worlds and the Mongoose supplement. This was a Cecil B. DeMille production with lego and relentless events thrown at the Stonts from the moment it begins to the very end.

Thanks to some unfortunate rolls, their transporter craft Daze-14 (Fortnite -geddit?) crash-landed into the killing zone leaving many of them injured and confused, but they were cool and ruthless when dealing with their warrants.

There was a satisfying cheer when Leonard Stump was grappled around the ankle by Harpi Harry’s wire-launcher and yanked off a balcony to his death, prior to being rescued from the planet by Johnny Alpha himself.

3. Capharnüm

IMG_1740.jpeg

I was very excited to play this game as I was promised a Ray Harryhausen experience by the GM Dimbyd. He didn’t disappoint. Translated from French by MindJammer games, this is a setting that creates a fantasy Arabian Nights and ancient world infused with magic. At its heart is a simple d6 dice pool system that works very easily and the characters were full of flavour.

I played a betrothed princess, heading out across the desert with a caravan; I liked to refer to the other players as my entourage (not sure how they felt about it), when we were invited inside a magnificent palace that appeared to us in a mirage. It is the first time I played Caroline Munro, Bollywood dancing through a bazaar in search of followers, I hope it is not the last.

4. Psi-World

IMG_1753.jpeg
The Bandersnatch Cell rescue the PSIonic in Transition from certain lobotomisation at the hands of the PSIonic Protection Agency

“Anarchic” was the description offered by the players at the end of this session.

I like to think it was an extremely balanced and controlled session, filled with suspense, emotional highs and lows of the anxieties of  teenage life in the 80s by reflecting on the turmoil of realising that you are different and society is  oppressing your burgeoning desires.

The players could choose which side of the social divide they wanted to play. The PSIonic freedom fighters or the PSIonic protection agency. They chose to be the PSIonics with their special powers. Each player had their own school of PSIonic talents and they all deployed them in ingenious ways as they tried to track down and rescue a PSIonic in transition in Hiddenwood.

I made a school boy error that would get me drummed out of the Smart Party. I didn’t realise that the legend on the handout map actually revealed the location of the hideout of the target teens.

Well, to be fair, there was a Pre-Cog on the team, so I think I got away with it.

The session became increasingly frenetic as the PPA closed in on them.

In emotional and action-packed scenes they rescued the target. A levitating motorcycle caused a dramatic crash, a critical ‘Plumbing’ roll fixed the dripping tap of a water witch who was revealed as the grandmother of the target PSI and two lovers were reunited in a dramatic ‘hands across the divide’ moment.

An emotional meeting between grandmother and grand-daughter was interrupted when the young psionic was teleported away to safety. Their van squealed into the scene, taking down the PPA and rescuing the PSIs, delivering them to a place of safety in the Enclave. Mission accomplished.

Anarchic? No, poetry.

Lyonesse

IMG_1759 2.jpeg

The Design Mechanism kindly wrote Coddifut’s Stipule, a scenario for their forthcoming Lyonesse game based on the Mythras system, specially for this convention; it was an honour to debut the adventure as I am a huge fan of the Lyonesse novels.

“Begin in media-res,” we recommend in the ‘How to GM at Conventions” seminar. How about ‘begin at breakfast’ instead? The rules provide four pages of tables that create an exotic Vancian breakfast, the name of the tavern they’re eating it in and the town where the scenario is based.

Within moments, after several dice rolls, we created a scene straight from the pages of the novels. The characters introduced themselves over a meal of boiled fish and sea urchin in a white wine celery infused sauce accompanied with stewed effervescent parsnip. The landlord of the Dreadful Mule served it to them before the burgher of Swinspool Water appeared.

What followed was a wonderful three hours encounter Vancian fairy magic culminating in a classic scene of cruel trickery where the players conspired to get the upper hand. The Mythras passions worked really well by compelling some of the action and there was an ingenious application of the Impspring Twinkle-Toe spell to get one of the players out of a tight spot.

I don’t want to reveal too much as the scenario is going to be made available as a taster of the new game. Follow the Design Mechanism

It was excellent. The highlight of my weekend. Thank you to Loz Whitaker for making it possible.

6. Beer Drought

This time the event was bigger than ever which is great for the organisers, but is it getting too big? Places felt uncomfortable, the queues for food were ridiculous, there weren’t enough staff serving at the hotel (there had a system where you had to queue twice for a cup of tea; a queue to pay, a queue to make it.)

As in previous years, the gamers and the Masonic Order of Ladies share the Hilton. This year, they drank the bar dry by Friday lunch-time.

We had to drink lager. I know. It was terrible. Next time they’re going to need more beer or ration those ladies.

 

 

 

Quasits & Quasars – Fanzine Scrapbook

I’ve spent the weekend packing and addressing envelopes stuffed with the GROGZINE19 (and associated extras for Patreon backers at different levels). If you live in the UK, you can expect to receive it around the weekend.

This year we have designed the zine as a homage to the golden age of UK RPG zines from the early to mid 80s. One of the favourites from the era was Quasits & Quasars. There were 10 issues, including a team-up with DragonLords, and it is the latest to appear in the sluggish, Fanzine Festival.

“Played once, never again”

Edited by David Hulks, supported by his friend and GROGSQUADer Neil Hopkins (he’s done a great First, Last and Everything for Episode 29 of the GROGPOD), Quasit & Quasars was more about good content, rather than fiery exchange of opinion, by providing scenarios and other GM resources for both fantasy and SF genre games.

Unlike many others, it also featured solo games, Neil recalls carefully cutting and pasting the paragraphs together, using real scissors and glue, when composing the adventures.

From the three copies that I’ve studied (on loan from Doc Con’s Marc Gascoigne wing of his extensive RPG library) there’s a certain bias towards Tunnels and Trolls, which split opinion on the letters page. It was protected by the editors, promising a feature every other issue; as for Gangster! well, Gangster! got hit!

Dirk the Dice

The covers represented their coverage of the fantastic and the futuristic

You can almost feel the time draining as you read the page
There are loads of examples in zines where the editor apparently runs out of space or is filling space with a plea (chortle)
There was always a good, lively coverage of T&T, this provides an overview of the available material …
Hit Locations in Tunnels and Trolls!
Thieves in T&T!
Handwritten letters!!

Tortured Souls – Fanzine Scrapbook

Earlier this week, I appeared on What Would the Smart Party Do podcast, celebrating their success at reaching the milestone of 100 episodes. The discussion included a reflection over the past 5 years of their existence and a projection of what gaming may look like in another 5 years.

During the projections, we concluded that D&D 5e has established itself as a solid set of rules and was in effect the ‘End Game’ of the story arc of the 40 years of edition wars. Over the next 5 years, it would be alternative settings that would be offered to satisfy those that crave constant change from RPG publishers.

Back in the day, many players of D&D would shun the official worlds offered by TSR in favour of creating their own campaign settings, not caring too much about the internal consistency as long as it fitted within the ‘story’ being created by their character progression.

Published in 12 issues between October 1983 to December 1986, Tortured Souls was a fanzine, with semi-professional sensibilities, that was dedicated to publishing scenarios (mainly for D&D, but there were some RuneQuest and others too). Unlike some of the other ‘zines of the time, this was not concerned with the cut-and-thrust of the fan discourse, instead it delivered detailed scenarios as a ready-made resource for Games Masters.

Each issue contained at least one adventure set in their own campaign world of Zhalindor. The scenarios were incredibly detailed and offered background to the places and people within the world, with some unique monsters to encounter too, but what made the world interesting was some of the variants to the rules that were modified by the setting. There was an ‘hex crawl’ element as it encouraged players to explore different areas of the map.

Treasure was downscaled to avoid too much power-play and they suggested that Player Characters were only from the primary classes (Clerics, Magic User, Fighter or Thieves). There was a clear influence of RuneQuest too as the world did not use alignment and many of the adventures were morally ambiguous, challenging the players to think of the consequences of their actions. Clerics could choose weapons and armour that was determined by their deity.

Each scenario was set in ‘hex’ that was allocated a ‘zone’ which affected spell effects. Depending on the spell type the results could be bonus, malus or special and the player characters are unaware of what the geographical influence there is until the spell is cast. A great idea.

Many of the detailed scenarios remain an excellent resource for OSR gamers. The odd issue appears now and then on eBay. References to Zhalindor also appeared in early editions of GamesMaster Publications.

As for the next 5 years, there’ll doubtless be many more fan made worlds added to the D&D multiverse, but will they have so many brightly coloured floor-plans?

This is a first in a series of articles and other material to support our Fanzine Festival to mark the release of GROGZINE19. I know it was promised for April but it may stretch into May. This is a phenomena known as GROGNARD time – where time moves quicker but I move more slowly.

Tortured Souls was published by Beast Enterprises who also produced modules
The covers were distinctive with blood dripping from the type and primary colours (this one is by Jon Baker)
Tortured Souls also featured the occasional light-hearted scenario
The cut-out and keep floor plans were compatible with Endless Games’ Endless Plans –
Proof that it wasn’t all D&D – there was RuneQuest (with Broos, obvs)
Some of their scenarios also featured single-player adventures.
The scenarios for the Zhalindor campaign appeared on card-stock in the centre of the zine
Most of the above are taken from the collection loan to The Great Library of RPGs by Simon Kind (@yorkist on twitter). We’re pretty sure that he also played my Ice Fields PBM in 1985 – he drew this cover to the newsletter. Thanks Simon.