1D6 Bringing Akill-Ease to Heel

Three years ago I had my debut running a con-game at the first ever Con-Vergence in Stockport. The event will always hold a special affection my heart, and last year I hosted Golden Heroes, which was one of my personal gaming highlights of 2018.

This year I could only get there for the Saturday afternoon, so I missed some of the other games that were on offer as I flew in and flew out. It was great to catch up with gaming buddies who I normally only see in a small square window online or at other conventions.

I ran my Savage Worlds of Strontium Dog game. I’m doing it at Uk-GamesExpo on the Friday evening, so forgive me if I’m a little coy about the details in this play-report: no spoilers.

As usual, 5 highlights and one fumble.

  1. Role-Play Relief: Simon “Iron-GM” Burley was there this time to offer a full complement of games for every session (he’s done one of his comprehensive review of the Con). It was good to catch up with him briefly as it’s 12 months since I interviewed him for the GROGPOD. He had copies Role Play Relief that he has edited and published to support Comic Relief. It comes in two volumes: Beginners and Expert. I bought both as I simultaneously know nothing and everything about Role-Playing Games.
You’ll recognise many names from the British gaming scene contributing to these books.

2. Character Class: This was a Savage World game that used the Mongoose supplement written by Loz Whittaker for Traveller. I rolled on the mutations tables provided in the supplement and translated them into Edges and Hinderances. The resulting crew of Strontium Dogs pre-gens are both interesting, varied and down-right weird.

3. Play’s the thing! I’ve been messing about with this adventure for a number of weeks now. I’ve even run it online for a play test prior to it appearing here. These characters don’t really come alive until they have a player imagining their reactions to situations. There were some really entertaining moments as the players came up with mad-cap plans: “All clear *squark!*”

4. Le’ go of the Lego: This was the game where I was experimenting with ‘stuff’ to enhance the game. I didn’t go as far as miniatures, but I did use my son’s Lego collection to build up a scene using the whole of the table. We had to improvise with empty bottles of HobGoblin beer standing in for buttes in a magnificent canyon. I’d forgotten my battle mat and tape measure so my phone was used to make the measurements. I’m not sure how much the lego added to the enjoyment of the players, but it created a talking point for people not actually playing

This was the moment that Harpi Harry was gliding to cover while under fire from a hail of gun fire.

5. Pat Mills would be proud … At the start there were a couple of people playing who had never heard of Strontium Dog and didn’t really like westerns. I was concerned that this game wouldn’t be right for them. Thankfully, they seemed to come along for the ride as everyone else seemed happy to recreate the mad cap action scenes from the comic. There was a great moment when Brightman Rock chucked a plasma grenade in the range of another character who whacked it back with his Happy Stick; the bomb exploded on Brightman’s calcified head.

Overview of Stump Canyon

6. The little hunt! On reflection, I’ve realised that there’s a couple of issues with the scenario that need to be ironed out before the next session. There are a couple of important skills missing from the pre-gens, for one thing, “You’ll need to roll ‘shooting'”

“I don’t have it!”

Most significantly, because of the time restraints, it didn’t work out as a ‘hunt’ as I had planned. The opening set up ended up being so compelling that the action came to the location, rather than the players going looking for it.

Above all, it was entertaining, and I had fun playing it. Not sure I convinced everyone that “Westerns are not *that* bad.

Dirk the Dice

Thanks to Kris and Snowy for organising the event.

Show us your stuff!

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There’s still time to submit your photos of the supporting material that you’ve made for your games.

Handouts, minis, floor-plans, counters, character sheets, improvised props or anything you’ve produced to enhance a game. Send it before the end of the month and the best, selected by our friends Jo and Cris from bonhomiegames.uk will be sent a copy of HeroQuest Glorantha as a prize (kindly donated by them).

Send them to me at dirk the dice at gmail dot com, or by twitter, or me we, or on the Facebook page.

We’ll show a selection of the images on here in a scrapbook.

The competition is inspired by the preparation that I’ve been doing ready for Convergence.*

Last year was an incredible learning experience as I managed to get loads of time playing with different people in one-shots at conventions. For years and years I’ve played with a small circle of people who know what to expect from my games (and I know what to expect from them as players). Playing one-shots with people that you don’t know or only know as gamers presents a number of exciting challenges that ‘up your game’.

Famously, when it comes to prep, when I play with the Armchair Adventurers, it usually amounts to a few scrawled notes on post-its and, if they’re lucky, I’ll sketch a map in front of their very eyes using my trusty note-board and dry-wipe pen. Chutzpah, ‘barrelling on’ and a sense of humour manages to pull me through the * deepens voice * Theatre of the Mind.

I ran @dailydwarf ‘s rather brilliant Judge Dredd scenario A Better Living Through Chemistry on a couple of occasions last year. Thanks to the artistic efforts of Roger Coe, it came with floor-plan maps that really enhanced the experience.

Playing in other people’s games have really given me clues on how to manage and track elements of the game in interesting ways. At GROGMEET I played Price of Freedom which was more like a tactical war-game than I was anticipating. The experience of play was helped by the visual bits-and-pieces used to support the descriptions. Not just floorpans and miniatures, but all of the equipment was presented on cards with the stats and a photograph: my Judd Nelson character looked cool with an Uzi open-bolt, blowback-operated submachine gun.

In a Dying Earth game, the illustrated cast of characters were displayed to the players as they were introduced which made sure everyone knew who the NPCs were and could refer to them (by pointing at them) without having to remember their names.

There’s advantages to having physical stuff at the table.

Gaz from the Smart Party said on Me We, “They instantly make your game better. Having character names on the table, maps with places on, Termination Warrants with the mission writ large… All provide more texture. Plus, lazy players are reminded of details they couldn’t be arsed writing down or memorising. Attentive players are rewarded with cool artefacts to mess about with.”

I really admire these trappings in other people’s games, but generally I find them hard work to create with minimal returns. For the Strontium Dog game, I’ve thrown myself into making Warrant Cards, equipment cards, character sheets and customised counters. It seems that having a generic game like Savage Worlds encourages the GM to create home-made stuff.

I’ll post some of the stuff I’ve made when we’ve played the game: If you show me yours, I’ll you mine.

 

* Convergence in Stockport 9th – 11th March – a great, small, friendly convention that first got me into running games for strangers. All of those strangers have become friends.

Golden Heroes – Unboxing


Episode 20 of the GROGPOD is coming later in April and is all about GOLDEN HEROES: a very smartly produced game that had a dramatic appearance, so I’ve made a short film to demonstrate the material.

I was very lucky on eBay. For £22, I managed to get everything that was produced by Games Workshop (in very good condition too), including all of the counters for all of the scenarios.

The pièces de résistance  was the un-billed inclusion of the original A5 rules that were published by Simon Burley and Peter Haines. They would schlep these rules around the convention circuit back in the early eighties where they gathered a strong reputation for the ability to replicate scenes from popular Marvel and DC comics. 

The game caught the attention of the Armchair Adventurers thanks to the great Brian Bolland cover for the first scenario pack LEGACY OF EAGLES. I ran the game with disastrous results (listen to the podcast for details). At ConVergence recently, we revived the game and had tremendous fun.

The podcast will be released in soon, until then, enjoy this short film.

1D6 Queen Victoria and The Holy Grail

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The last time I played GOLDEN HEROES was in 1986 and it was the worst experience of my RPG life.

I’ll recount the story in Episode 20 of the GROGPOD (due in April, 2018), but it was that bad that I stopped playing RPGs for a while afterwards. ConVergence 17 provided a cure for my GMitis that I experienced at the beginning of last year, so I was confident that it would have a similar restorative effect on a deeper, more profound RPG wound.

I don’t mind admitting that I was pretty tense in the run up to the game. Memories of that ’86 experience kept resurfacing as I read through the rules. My anxiety wasn’t helped on the day by rail-replacement providing a similar nightmarish journey that I’d experienced on the way to Spaghetti ConJunction last month. I was 45 minutes late. Welcomed to the gaming table by slow hand-clap.

I needn’t of worried. I was amongst GROGSQUADers and they totally bought into the game and brought their own imagination and gaming insight to the adventure. It was cracking fun and I have a new found love for super hero games.

Here’s the play report, I’ve tried to avoid spoilers for the scenario as I may run it again at a convention near you…

The usual format : 5 peaks and one bum-note.

CHARACTER CREATION

Anyone who has played GOLDEN HEROES will know that part of the fun of the game is its random character creation. Although more modern games allow you to pick your feats and abilities, with GH, you have to spend points to get a roll on a ‘table of powers’ or on an ‘advantageous background table’ to generate your hero.

I didn’t want to lose this element of the game so, I created a card deck of powers and advantageous backgrounds and let the players to draw at random. They had 8 counters to spend on drawing from either deck or they could re-roll one of their initial attributes (which were strictly 3d6), or enhance an existing super power.

The character generation process was slick. Within 40 minutes we had seven heroes. The Players managed to pull together interesting and convincing origin-stories for them all too.

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The Players got into the spirit of ‘comics code’ adventures

I provided a back story: they were part of a secret army that the monarchy had retained following the formation of Parliament. King Charles II secured this clandestine army and deployed them to protect the Empire and latterly the Commonwealth.

In a secret medical hospital in a remote part of Dartmoor, the King Charles Academy was founded, to enhance the army through experimentation and future tech..

One of the players coined the excellent team name:

‘THE IMPERIALS’

Intangible Man: a rich industrialist whose molecular structure was displaced through years of self-experimentation. His gravity manipulation was decisive in the final scene, preventing the Holy Grail plummeting into the depths of Hell.

Sub-Opitmo:  A psionic grifter who inadvertently stole some of the future tech developed by Intangible Man’s company. The stolen glider was activated at the most opportune moment.

Mercuria: a wily, silver-skinned, indefatigable, super-fast agent who had adopted the properties of a super car that she’d stolen. Her ricochetting ‘steering’ wheel weapon was hurled at vital battle scenes.

Catalyst: Dr Colin Jervis a highly accomplished Chemist who was a director of the King Charles Academy. Probably better known for his years at Eaton, using molecular chemistry to enhance his right-hook in boxing. His famous ‘Sunday Punch’ is delivered with a cry of ‘It’s time for your Chemistry test!”

Captain SpyFly: Connected and ‘connected’ with a cyber-super-brain of valves and switches, the best that the sixties could offer. He was an agent in active service thanks to his chameleon ability to slip into the shadows.

Newton Einstein III: A psi-onic expert who provided temporary super powers to the team at their hour of need, but most notable for his phenomenal strength,

Professor Penn: Affected by his encounter with a Tibetan mystic and demonologist, he has insight into ancient ways and used his powers to conjurer fantastic beasts to do his bidding.

FLASHBACK!

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The Armchair Adventurer rule is that every session needs to start with the characters hitting the ground running; in medias res. The adventure had a fairly conventional ‘you meet a wizard in the tavern’ opening (albeit the wizard is a cryonically persevered corpse of Queen Victoria and the tavern is the vaults in Buckingham Palace).

Therefore, I devised a scene ‘twenty one years before’ in 1963 where the Imperials are asked to stop a run away postal train, heading to London. The train is carrying high value packages and is being robbed by thugs ‘Buster’ and ‘Ronnie’ helped by Skyrider and Beacon (characters that come with the starter set).

It was a fun knock-a-bout encounter that they resolved through clever application of their powers and gave us all a feel for how the game works.

I also managed to sneak in a subtle nod to Diana, Warrior Princess, in the opening scenes.

QUEEN VIC

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Queen Victoria and the Holy Grail was the second scenario pack published by Games Workshop and was written by Marcus L Rowland. It has a both a dungeon AND a dragon, but its old school credentials do not stop there. The scenario is on rigid tracks on a rail road so defined that it inspired the pre-credit sequence. There are many instructions to the Scenario Supervisor along the lines of “under no circumstances allow …” or “the players will not be able to do …”.

However, it does have a cracking set up, a great villain at the centre of it, some creepy elements, and a couple of cracking set pieces. Once things were loosened up a little, to meet modern sensibilities about player agency, it worked well.

DRAGON PUNCHING

What about jeopardy? That’s the issue with super heroes. That’s why the third act Marvel movies are so eye-poppingly disorientating – crash! bang! wallop! this has GOT to hurt!

The joy of this scenario is that the final scene is a dramatic climax, on the top of a famous London landmark, and it worked really well with all the characters having a decisive impact on the story.

Newton, a character that had been relatively quiet throughout, punched the dragon repeatedly with decisive blows. The villain was pushed into the very flames of Hell (even though the scenario said that she shouldn’t be killed). A very satisfying conclusion.

DIVISION 

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Spyfly’s cybernetic brain was working overtime attempting to decode the clues to unraveling the conspiracy behind the events. It would have been better deployed trying to calculate the division of damage. Divide it by eleven?

During the course of the six hours, I developed ‘mental arithmetic’ as a super power.

That said, overall, the rules played much easier than they read: fun, loose, the potential to send characters to the brink of incapacitation (in exciting ways) and emulated the genre very effectively.

Another ConVergence triumph. Thanks to Snowy and Kris for organising and to the players (Amy, Neil, Steve, Conrad, his mate Martin, Ian and Blythy) for making it such great fun. The GROGNARD file on GOLDEN HEROES will be released in April.