Episode 4 – RPG Games Cons Dragonmeet

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In a break with the usual format, The Armchair Adventurers are at risk of disappearing up their own fundament.

It’s too short to break in two, too long to listen in one go, so disappointing either way. Take your time, pause a little, as you listen to the blow by blow account of our big day out.

INTRODUCTION

It’s 30 years since we last went to a Games Convention. We went to Dragonmeet ’15 in December, this is a reflection on what we did when we were there and how things have changed in gaming in the meantime.

This introduction includes a A brief potted history of Dragonmeet, with extra bits of information provided by Modiphius.

OPEN BOX

The morning of the day before, Judge Blythy joins Dirk as we plan the trip and reminisce about Games Cons of the past.

WHITE DWARF

Everything comes back to White Dwarf and it’s coverage of Games Conventions back in the day were our way of enjoying them vicariously.

There’s a quote from Scott Dorwood who reviewed the podcast.

GAMESMASTER’S SCREEN

Some general reflections on our observations while we were there as well as a blow by blow account of some of the experiences we had.

Under discussion:

Call of Cthulhu Dreamlands using 7th Edition

Dungeons and Dragons 3.5 rules distilled into 52 pages

How the market has changed, stuff we bought, and the apparent controversy around the benign Chaosium seminar.

We attend seminars featuring Ken and Robin Talk Quickly About Stuff and the “Is there too much Cthulhu” debate between The Good Friends … and The Smart Party.

While we were there, we interviewed Mike Cule, star of the stage and screen, and the author of RUMBLE AT THE TIN INN (amongst others) and one of the hosts of Improvised Radio Theatre with Dice.

ED’S BARGAIN SHED

Eddy, the resident bargain-hunter in chief, shares his Dragonmeet haul and takes on the 20 quid challenge.

POSTBAG

Listeners share their convention experiences.

Normal service will be resumed next time when we discuss STORMBRINGER.

 

A year on the Grog

I’m sat in the den, packing away the tinsel for another year, because Dirk Towers is saying farewell to the festive period. I’m back at work, serving The Master in return for food tokens, so I’ve begun to console myself in looking forward to 2016.

The first 6 months of the new year look like a veritable feast of gaming with an unprecedented 20 sessions planned between now and June. We haven’t done this much RPG since those heady days of the early 80s.

If we pull it off … if we pull it off … if …

HIGHLIGHTS

The next episode of The Grognard Files podcast will be about Games Conventions in general and Dragonmeet 2015 in particular.While I was there, I got a (signed) copy of Nights Black Agents and I’ve been reading it ever since. The hardback is packed to the brim with resources and enough inventive ideas for you to shake a stake at, but I’ve had a difficultly getting my head around it. I suspect that there’s less to the Gumshoe system than meets the eye. It’s an example of what my English lecturer, Chris Baldick, used to refer to as ‘periphrasis’, in other words, a lots of words to say something very simple.

That said, when I’ve watched actual play demos, it actually seems workable, and I’m looking forward to being the director of a Bourne-meets-Buffy type extravaganza because I think it will suit my style of Games Mastering perfectly.

There’s a great demo-game available for download that will get them into the pace of the action in media res with an exciting car chase emulating the high-powered super-spy genre with great panache.

Night’s Black Agents is an improvised story game that uses the idea of ‘spending’ resources to improve the chance of success for your actions. Numenera uses a similar principle and for most of today, in between nursing a sick child, I’ve been preparing my character, because we’re going to start playing next month with Judge Blythy as the Games Master (or whatever irrelevant variant on the GM title Monte Cooke Games have devised).

It’s ages since I’ve enjoyed creating a character as much as I did making the choices for the Numenera. It’s relatively simple and allows a great deal of flexibility for the player to use their imagination to develop someone that they want to play, rather than being at the mercy of dice rolls.

Zadie Zenokey IV (or Zen 4) is a nano (a kind of Numenera magic user) with the descriptor of ‘Mechanical’ which gives her a great insight into the ways of the Numenera magic. Her focus is flesh and steel, the source of her magic is through ports in her spine and cables under her skin to a cpu on the right-side of her brain and her cybernetic left-arm. Her back story concerns her ancestors who were all but wiped out by a virus, the survivors and subsequent generations developed mechanics to cope with their mutations. Zen 4 has developed a secret order who are seeking the remaining Zenokey so they can reunite.

“DO SOME OLD”

It’s not all about the new stuff. Some of the highlights of the coming months include the continuing campaigns of Fungi from Yuggoth (CoC) and the Aramis campaign (Traveller), keeping it old school.

In February, I’ll be opening the Grognard File labelled STORMBRINGER, Fantasy Role-playing in the world of Elric. Over the past few weeks I’ve been rediscovering Moorcock and hitting e-Bay, filling the gaps in my collection of supplements. I’ve been overcome with an impulsive desire to consume souls, however it seems unlikely that I’ll be sated, therefore I’ve decided that I’ll run a game instead. We have one scheduled for the end of the month.

In the coming months, the Runequest classic bonanza will be released from Moon Design’s epic Kick Starter campaign, marking the celebrations of 50 years of Glorantha. In the podcast we have talked about our group reviving some of the classic Choasium games, so I’m going to continue this endeavour by resurrecting another OSR classic for my group.

On top of all this Armchair Adventuring, we’ve been invited to a marathon session of D&D 5th edition, which is very exciting.

So, as I plug myself into the collective unconscious of work, facing minor disappointments with stoic indifference, I can console myself that there is an escape pod available. As long as the Fun Prevention Officer gives me the key.

Episode 3 (Part 1) Traveller RPG

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Introduction – The origin of the game

Section One – Open Box – reliving the memories of playing the game for the first time with Blythy, who was our referee back in the day. We introduce ‘the prime directive’ and Blythy has a black mark on his wall.

Section Two – White Dwarf – @dailydwarf talks about his early experiences of playing Traveller and makes a selection of an article, scenario and ‘Starbase’ column from the pages of the UK’s best gaming magazine.

Section Three – Judge Blythy Rules – Listing three great mechanics and one that doesn’t quite work, the resident rules-lawyer goes ‘under the bonnet’.

Section Four – An invitation to listeners to contribute their stories of playing Traveller. What’s your favourite supplement?

Look out for a Micro Grog-Pod (Traveller – Part Two) coming soon featuring a list of our favourite Traveller supplements and a current online pricing guide.

Vicari-Con 2015

Thirty years ago I went to Dragonmeet Convention in that there fancy London. I’d only just turned 17, so it was a big deal that I’d managed to organise the trip myself. My parents were surprised, given that I was struggling with the most rudimentary tasks, such as “picking up socks from the floor.” Planning the journey involved travelling to Manchester to buy the tickets from Games Workshop – there was no online agent – I handed over the cash to the guy at the counter with an air of sophisticated superiority, as if I was joining a private members club. He explained that there were no spaces on their specially chartered charabanc so I would have to arrange for my own transport. No one else from our group was able to come, for various reasons, so it meant I had to travel alone. In order to keep the costs down, I arranged to travel overnight on the National Express with the safe assumption that I would sleep in my seat, ready to wake refreshed and ready to explore the delights of the gaming delectation that would await me in the Royal Agricultural Hall.

It didn’t work like that. I spent the whole night sat next to an over-weight, old fella, who rubbed his inside legs constantly during the entire journey. The combination of the rasping friction noise and the fear that he would make a move on me while I slept, meant I stayed ‘on watch’ all night. When I arrived bleary-eyed in London at 5am, I wasn’t sure what to do, the convention didn’t open for 5 hours and there was nowhere to go.

I decided to head to Hyde Park and have a lie-down on a park bench. I hadn’t been settled down for long before a police patrol car, cruising through the Park’s pathways stopped. “Where have you come from pal?” asked the copper in a friendly manner, clearly believing that I was a runaway (my sandwiches wrapped in a spotted hanky on the end of stick were an obvious give away.) I did the sensible thing and explained that I’d come to the capital to “Role-Play”. They exchanged glances.

They left me alone, with a few warnings about talking to strangers, and not sleeping on park benches, in case I was taken advantage of in my sleep.tumblr_mz3lumyKsh1r1g40zo1_500

At the convention itself, I spent the entire time in a sleep deprived delirium, walking between tables and stalls in a confused haze. After all the effort of getting there, I wasn’t sure what I was meant to do. It wasn’t like Northern Games Day, that I’d gone to a couple of years before, it was ten times bigger. At Northern Games Day, I’d managed to get into a game of Runequest with an enthusiastic Games Master and 6 other players. I’d never played the game outside of our group (when I say a group, it was me and friend). Playing with other people, for the first time, I realised that we had interpreted some of the rules incorrectly.

There were no games available, so just wandered around, in slow circles with a fixed grin on my face.

In the afternoon, I’d arranged to meet up with a group of players of a PBM, The Gadiators’ Gazette, including the Games Master who had drawn a t-shirt using felt-tip pens, so he could be identifiable in the crowd. Once we’d exchanged stories, we talked excitingly about Call of Cthulhu which was beginning to gain popularity. None of us had managed to bag a game, so we decided to run an impromptu game of CoC off the hoof, with no characters, dice or story. I sat in a corner, drifting in an out of consciousness, while the voices around me merged into a Charlie Brown’s teacher’s drawl.

I’ve been thinking of these Dragonmeet memories over the past few days thanks to the social media coverage of GENCON. In the comfort of my own armchair, I’ve been watching twitter friends meeting up, like I did with my PBM friends. I’ve enjoyed the cos-play, the live play beamed by periscope, and the seminar feeds (particularly the exciting announcement about Moon Design’s take-over of Chaosium).

The Armchair Adventurer’s club are heading south again at the end of the year to Dragonmeet 2005. I’m looking forward to recreating the experiences that I’ve enjoyed vicariously this week.This time, I’m taking no chances and getting there the day before so I can have a good sleep.

If there’s an old fella rubbing his legs on the train, Eddy can sit next to him.