A year on the GROG 2018

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It’s that time of the year when I’m blasting out the e-mithers to all and sundry to wrangle them into gaming action. This year the GROGPOD is exploring Games Workshop’s booming RPG period (in the mid to late 80s), the planned games over the next couple of months will help us get into the GW zone.

I’m running The Judge Dredd RPG at Spaghetti ConJunction and UK Games Expo, which I’m very much looking forward to. @dailydwarf has furnished me with the counters and floorplans he prepared for GROGMEET to replicate the mean streets of Better Living Through Chemistry (the scenario he wrote for the GROGZINE). It has investigation, hard rain, muties and a series of stunning set-pieces; a perfect one-shot.

Golden Heroes was supported by a couple of great scenario packs. The people of twitter selected Queen Victoria and the Holy Grail by Marcus Rowland for my 7 hour slot at ConVergence in Stockport on 10th March. Simon Burley will also be at the event, running his new game Manifold, so I’d better be on my best behaviour.

The Patreons voted last year for us to do a podcast about PARANOIA, so I’m planning a one-shot in the next couple of weeks. Looking at the rules, I’m as baffled by it now as I was back in 1986. Thankfully, I’ve asked for help from none other than Paul Baldowski, who assures me that the computer is not *that* bad.

Last week, I ran a game of RuneQuest for the on-line GROGCLUB which is open to Patreons (play report to follow) and there’s a game of GANGBUSTERS planned for next week (I’ll be running Keehar’s game from GROGMEET ’16). The first ever Virtual GROGMEET was also unleashed. There will be games from the GROGMEET GMs available to play 13th and 14th April. More information will be available next month; follow Patreon for details.

We’ve also been invited to a meet up in Leamington by the Midland’s Massive in September (more details will follow).

CAMPAIGNS

Blythy continues his ongoing commitment to the Ninth World with a continuing adventure of Numenera planned for our monthly face to face game. He’s also coming along to Birmingham and running a game at Spaghetti ConJunction and UK Games Expo (assuming the government manages to hold itself together).

There’s quite a bit of D&D on the slate too. Storm King’s Thunder is coming to its climax as we’ve discovered the location of King Hekaton, so we’re off to recover his glory, restore the Ordining and collect the gold. A walk in the park, when you say it like that. My sorcerer Himo is becoming more emboldened and teleported into the middle of the fray after months of skulking at the back sipping on his hip-flask.

The Wednesday, fortnightly group is now well established after a couple of years, so we’ll probably continue playing together. Blythy has a copy of Tomb of Annihilation, which I bought from Bonhomiegames.uk when they visited GROGMEET. It looked like something that I wanted to play rather than GM, so I handed it over to him.

There’s something attractive about the big-book campaigns available for 5e. They’re rich with encounters and incident, even if the overarching stories are a little flakey. Over at Ed’s Shed, he’s got Curse of Strahd on the night-stand and has promised to unleash it at some point during the year.

I’ve resolved to abdicate from the role of The King of The One-shot and GM a campaign too. In April, I will be kicking off the Two Headed Serpent, Pulp Cthulhu campaign. It’s a terrific, world spanning adventure that will be available to the online GROGSQUAD. Two parties of investigators adventurers will launch simultaneously with Doc RPG (Ian Griffiths) as a second Keeper of Arcane Knowledge. Looking forward to running that for a couple of years!

From the very moment I began the GROGPOD, listeners have been asking “when will you cover Woof-Rough”. I had no idea what they were on about. Warhammer Fantasy Role-Playing (WHFRP) passed the Armchair Adventurers by … it looked like too much of an investment at the time and we were locked into RuneQuest set in our home-brew world, drinking home-brew. I’m going to run the first couple of instalments of  The Warhammer Campaign for Eddy and Blythy, so we can see what all the fuss is about.

NEW HOTNESS

The Smart Party salivate over the ‘new hotness’ in their podcast. I’ve been introduced to new concepts and ideas over the last 18 months, we need to pushing into new corners of the hobby, to explore all those areas that we missed when we stopped playing for nearly 20 years.

I’ll be running the Night’s Black Agents scenario set in the midst of the British miners’ strike in 1984 for UK GamesExpo. I need to up the stakes (through the heart) following the playtest on GROGMEET eve, it needs a bit of work, but the context of the strike and the ‘Ken Loach meets Jason Bourne’ approach worked well.

Also, Blades in the Dark was my favourite discovery of last year and I’d like to keep the momentum of what we started, I’m keen to see if the Lamp Blacks deduce Phin the Thin is the murderer of their boss. The greatness of the game is that as a GM, I don’t know; I’ll be discovering what happens at the same time as the players.

I’ve bought a gift to myself, Vurt The tabletop Role Playing Game, which is a licensed product using the cypher system (similar to Numenera). Its filled with some fantastic artwork and background information to recreate the post-cyberpunk experience of Jeff Noon’s vision of a near-future Manchester. It’s been fun reading the rule book, not least for its depiction of Bolton of the future as some power-house of respectability. I need to plan in a game at some point in the year.

FATE captured our imaginations, but other than a Jerry Cornelius one-shot, we haven’t taken advantage of its clever resolution mechanics. Blythy has been promising a Robin of Sherwood game using the system, maybe this year we’ll get around to doing it.

There’s lots of old is new projects in the pipeline from various publishers. It’s difficult to tell which will grab our attention and take the traditional ‘August experimental slot’.

 

As for GROGMEET 18, well last year we had a terrific meet up in Manchester. We’re going to do it again this year on the 10th November. Details are being finalised, but watch this space. Super heroes, there’s going to be super heroes. Bigly.

Another busy schedule for The Armchair Adventurers, but play is the thing.

Dirk the Dice

January 2018

 

Episode 17 – Review of 2017 in RPGs

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Download Episode

Intro: For this GROGPOD, we take a break from the usual format, instead of concentrating on a single subject, we are looking back at some of the experiences that we have had over the year.

Thanks to Phil the Dice Mechanic for his review

Groggies Pt 1: Our annual awards are determined by the random subjects written on the spurious envelopes. In this section we look back on the year in games mastering – some of the highs and lows – we award the Messianic Megalomaniac award for the year.

The Trial of RuneQuest: Earlier in the year, Dirk took the RPG Academy to Apple Lane. This is an edited extract. You can find the full version here and the you tube video here (if you really need to).

Groggies Pt 2: This is the Olive Kinnisberg Memorial Award for players, playing and players and the games that we play. There’s a mention of UK Games Expo, The Heroes Journey and Star Trek Adventures.

Postbag Pt1: Mark Hides has written a memoir of his experiences of RPGs in Sheffield. You can get his book here.

Groggies Pt 3 There have been lows as well as highs

Postbag Pt2 Rog Coe and Wayne Peters are regular correspondents to this site.

Groggies Pt 4 The new game that we have been playing and some of the hopes for the new year.

Outro: Thanks to Patreons and you’ll find details about the Spaghetti Conjunction here 

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.