1D6 RuneQuest Adventures in Glorantha QuickStart

I went on a HeroQuest on Free RPG day on 17th July 2017: to get hold of RuneQuest QuickStart.

There was such a great anticipation of the new RuneQuest, I knew that there would be competition to get hold of the 10 copies available. In my imagination, there would be a crowd of anxious gamers banging on the door of FanBoy Three, Manchester’s newly refurbished FLGS.

It was a tricky job wrangling the reluctant family to get there before the opening as they’d had a late-night the day before. I piled them into the car, bleary-eyed, “come on kids, I know it’s your birthday, but this will be fun!” They didn’t appear convinced.

Various roads in the city centre were closed, so I had to weave in-and-out of the one-way-system, while my 8 year old son thought it would be hilarious to play the theme from Mission Impossible on Spotify …

DUM … DUM … dum … dum … DUM … DUM … I abandoned the car and walked quickly in a parkour over walls and bollards to get to the Northern Quarter. DHAnnnnaaannnn!

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Someone on FaceBook said “I’d totally play RuneQuest with Elvis Costello.” I don’t get it.

I was the first one there. The only one to collect a copy. I’d destroyed all-comers.

While I was flicking through it, a PathFinder GM came over and said, “read this, on page 2, “If the highest rated participant in an opposed resolution has an ability rating in excess of 100%, the difference between 100 and their ability rating is subtracted from the ability of everyone in the contest … ” PAGE 2, page 2! And that is why we don’t play RuneQuest any more.”

He’d picked the wrong guy to have that particular argument with, so suffice to say, he left the store with his MathFinder slide rule and logarithm book in a place where Yelm doesn’t shine.

There was a demonstration game planned for later in the day, but I had to defer my gaming as there were kid’s parties to attend on command of the Fun Prevention Officer.

I finally got chance to run THE BROKEN TOWER at the new café gameshop in Bolton. At Slice and Dice, Tuesday Night is RPG Night, and this was a first outing there for the Armchair Adventurers, we were also joined by GROGSQUAD member Neil Benson, who travelled from Liverpool for the experience.

It’s been reviewed by both Pookie and Bud, but what’s like to play? The usual rules apply, five highlights and a fumble.

THE BROKEN TOWER 

I liked the scenario very much. Packed with atmosphere and great set pieces that were a joy to stage-manage. Chaosium’s core audience are Call of Cthulhu players, and there’s enough here to entice them into another setting. There is a mystery to uncover and moments of spine-tingling tension. I like my fantasy with mud and blood, so I cranked up the gore even more than suggested in the game. This is Dragon Pass, red in tooth and claw.

COMBAT 

(at the beginning of the first date with Annie, Alvy Singer asks her to kiss him)

And-and … uh, there’s gonna be all that tension. You know, we never kissed before and I’ll never know when to make the right move or anything. So we’ll kiss now we’ll kiss now and get it over with and we’ll go eat. Okay? And we’ll digest our food better.

Annie Hall, Woody Allen, 1977

The combat is familiar from RQ second ed. with a couple of notable additions. I applied the ‘Annie Hall’ GM tip – get the dice rolling around the table so that everyone can settle down and digest the rest of the scenario. I reshuffled the encounters to allow for a fight in the opening minutes of the session, so that the players had a chance to get used to the character sheet and feel comfortable with what was possible. The veterans around the table raised thier eyebrows at the parrying weapon depletion, which I liked on reading as it means that a critical parry is not wasted, but suspect that in play we’ll forget to keep track of it all.

Combat was covered briefly in my write up of the Play Test at UK Games Expo. Suffice to say, once again many left legs were struck in anger.

RUNES AND PASSIONS – lots of character

There’s a lot of character information packed into the character sheet. Character generation intricately entwines Dragon Pass mythology and history into the fabric of the character. The pregenrated characters have plenty of interesting yet intricate involvement with the various conflicts that have shaped the political landscape for the barbarian clans. There were conflicting loyalties and associations within the party, which were well played out during the scenario.

The characters’ associated Runes and Passions are expressed as a percentage and are mechanically invoked by attempting to augment skills by rolling an appropriate Rune or passion to influence the result. Neil’s character invoked his passionate loyalty to the clan to rescue their cattle – he succeeded, so could add 20% to his skill. The cows didn’t take a blind bit of notice; he still failed his Herd roll.

I suspect, for veteran players, these elements will be the most significant change to the foundational rule set. There’s also rules around conflicting Runes and passions, and an interesting idea where the Rune may compel a character towards a particular course of action.


MAGIC 

Regular GROGNARD files watchers will know that magic in RuneQuest has been something of an obsession. Glorantha is incredibly magical yet the RQ 2ed Magic seemed mundane and mechanical. Thanks to the introduction of the Rune affinities, it works much better in this latest version as it allows characters to access Rune Magic associated with their own culture.

After 35 years of Rune Magic being something of a rarity in our games, the players were a little over-excited at the potential spectacle contained in their new tool-kit, so much so, that they forgot to apply the simple but effective spirit magic that has served them well over the years.

An Air Elemental provided the stunning effects, but it was the good old ‘Befuddle’ that meant the difference between life and death.

REDEFINING SUCCESS 

The RPG Academy recap following the Trial of RuneQuest  concluded that they didn’t like percentage based mechanics, because they were supposed to be heroes, and they only hit 55% chance at a time. In this new edition, the characters start off in a much more powered up position than those farm-boys we had back in the day. Also, the chance to augment abilities means that very often, characters will have over 100% chance of success.

Failure is still possible and at key points of the adventure, the dice let the team down. Personally, I prefer the edge-of-the-seat potential of jeopardy that is created by RuneQuest as I like my fantasy to be more precarious and risky than the high fantasy of most F20 games. This introductory scenario is great at introducing the relativism of Glorantha where the moral certainties of high fantasy are complicated by passions, motivations and drives that come from the character’s place in the world.

The resolution to this adventure is far from clear-cut. Running away could be the most honourable action. RuneQuest Adventures in Glorantha continues BRP’s mission to redefine the nature of ‘success’ and heroism in role-playing.

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NOISE: THE GATHERING

Slice and Dice is newly opened and has only recently moved its RPG nights to a Tuesday. A few Magic players were gathered because they’d missed the memo. The rigorous tapping, occasional bellowing, intermittent yelping provided a hostile background for our nuanced roleplaying. I was struggling to be heard in parts, which meant I resorted to an impromptu LARP as I lay on the floor before standing up quickly to reveal a disquiet spirit. The players joined in to augment the summoning with dancing. Rubbish dancing. They rolled badly.

When the background  noise is this bad, it’s as difficult as a glichy online game. Extra effort was required to keep everyone engaged.

The search for the perfect, public gaming location, continues…

 

 

1-D-6 RuneQuest Glorantha (Play Test)

This weekend I attended my first ever UK GamesExpo in Birmingham, now confirmed as the third biggest games convention in the world. One of the many highlights of the experience was the opportunity to participate in a game of RuneQuest Glorantha using the play-test rules. Andrew Jones (AKA @dimbyd) was working from a PDF, in draft format, of the core-rules to create an adventure for 5 brave warriors wishing to enter the Hero Wars.

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Before I give a brief play report, there’s a couple of things to bare in mind:

I haven’t read the rules. I gave them a cursory glance in the bar, and it went something like, “what have they done with the sorcery rules then?” before Andrew took it away and said, “There’s no bloody sorcery in the game we’re playing.”

My perspective is from the point of view of a player and my thoughts on some of the key points that came out during the game and from my character.

Also, the adventure we played was one of Andrew’s own devising, and not the Quick Start scenario that’s due to hit participating FLGS on Free RPG Day 17th June ’17. I managed to speak briefly with Rick Meints on the very busy stall on the Saturday; he confirmed that 7000 copies of the Quick Starts have been printed. The PDF will be available from 1st July. I saw a copy and it looks a very smart, well presented production, that recalls some of the classic products from back in the day.

I missed the seminar talking about the release of the game, but it looks like the it will be available before the end of 2017.

So, in the usual format, this is five highlights and a final fumble.

The Adventure ‘Into the Upland Marsh’ was based on the notes found in ‘Dragon Pass and other adventures’, a collection of unpublished material by Greg Stafford, with notes from Sandy Peterson. Thanks to strange chaotic encounters we were urged by the Storm Kahn to venture into the Upland Marsh to the place known as The Howling Tower to break the source of the disturbances.

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The handouts provided were maps drawn by Greg and the original type-written manuscripts, which added to the feel of an old school, new school mash-up.

The Characters The characters were enhanced by a rich biography which was generated during the character creation process. The rules weave the character background into key events are constructed around their personal heritage such as the activities of their grandparents.

The core attributes are the same however the character’s association with runes are significant and expressed as a percentage also, the formative experiences of the characters shape their passions. The level of devotion, hatred, and loyalties, for example, is also expressed as a percentage.

It’s possible to invoke passions to modify certain situations and enhance your chances. It can have an effect on the choices you make too. We encountered a fleeing Lunar war-band, the passions of some of the party meant that we HAD to attack, when a more tactical avoidance may have been more appropriate.

Combat The very first encounter was a horrific zombified broo which we set upon with relish. Within moments one of the characters, Mirava ‘no-nose’, had been hit hard in the left leg (yay!) and fumbled parrying, so hit herself in the face with her shield.

Many of the elements of combat remain much the same – blow-by-blow, descriptive and lethal.

Old school pedants may be interested to note that Defence modification is replaced with ‘parry’ being a catch-all term that covers the ability to avoid being hit, but strike rank is much the same as RQ 2e.

The broo unleashed a SIZ 70 Giant through a warp hole.

Ducks! Andrew didn’t have a copy of the bestiary, so the encounters were taken from various sources (including FANGS), which confirms its backwards compatibility. We headed to Duck Point and encountered the Death Drake named Cracked-Beak.

It was at this point that the player who had never played in Glorantha before, crinkled his forehead permanently.

Cracked-Beak was a great NPC who was willing to help with advice in-between revealing his obsession with finding and destroying a zombie Killer Whale known as Moby Duck.

Magic It was the application of magic that was the most significant difference. Healing is more readily available for one thing, which is much better than depending on someone learning Healing 6 to reattach limbs.

All characters had access to Rune Magic and were able to use elemental runes to enhance situations. There was a pick list of spells that could be used as long as they were associated with your character’s Rune.

In the giddy excitement of choosing something interesting, I forgot to apply the old faithful ‘BladeSharp 4’. It didn’t matter, as I rolled a crit at the crucial moment when the zombie Wyverns were attacking.

Thanks to my enhanced damage from my blessed sword I managed to do double-double damage. I know! It was an incredibly satisfying moment.

From what I’ve seen, magic feels magical and very Gloranthan in this new edition.

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Sneezes A big thank you is due to Andrew for running the game, especially since he had been cursed by Malia and was ill in the run up and during the Expo.

I’m not so grateful that I rolled a CON fumble and now have a stinking cold.

1-D-6 UK Games Expo 2017

Flat-cap? – CHECK 

RPG Tees? – CHECK

Polished Docs? – CHECK

Freshly stocked All Rolled Up? – CHECK


All I need is a travel pack of Hob Nobs and I’m on the road, heading to the land of Slade and motorways to experience the biggest event in the UK gaming calendar: UK Games Expo 2017.

Running over 3 days, it’s truly epic in scale and vision, and much bigger than anything else I’ve experienced. If my bulging email spambox is anything to go by, there’s a ravaging hoard of traders about to decend upon on the National Exhibition Centre hungry to devour my money in exchange for their latest offering. 

Half way through the year and I still need to make progress with my resolution to learn more about story-games and the innovations that occurred in the 90s and 00s during my RPG deep freeze. I’m using this as an educational field trip to help fill in the blanks. Here’s 5 highlights from my itinary… and a potential fumble:

Kong Island Rangers Simon Burley, of GOLDEN HEROES fame, is hosting a game featuring his lightweight rules for Anime/Manga based adventures. THE CODE OF SHOJO AND SHONEN was the subject of a kickstart that didn’t make its goal earlier in the year. It’s a shame because what I’ve seen, it’s narrative character creation and simple 2d6 resolution mechanic, deals with the quirks of the genre perfectly. Who can resist travelling to a mysterious island in the middle of the ocean with the promise of encountering a magnificent Kaiju?

HeroQuest Glorantha “If you ever get chance, play HeroQuest with Ian Cooper, he unlocked it for me,” suggested Big Jack Brass when I complained that my grognardy old brain couldn’t get round HeroQuest; it looks like there’s fun in it, but I’m not sure how to get it out. I have chance to find out the secret code for the combination lock as I’ll be joining Ian to play Cold Hard Iron: dwarves, Iron and Telmori, what can go wrong?

World of Darkness Apart from a guest appearance in an online game, I’ve never played WoD despite it’s overwhelming popularity. I really enjoyed the experience of playing a Spectoral NPC, so I’m looking forward to this scenario from the other side of the equation as I’ll play a sophomore heading to a cabin on the lake. Sounds harmless enough.

RuneQuest: Glorantha It’s not all about eating my RPG vegetables, there’s some old school goodness to feast on too (albeit a partially reheated new recipe). I’m very excited to get a sneak-peak play-test of the new RuneQuest by playing a rare Greg Stafford scenario facing undead in the Upland Marsh. 

Tweet-up! I want to meet, shake hands and chat with as many people as I can while I’m there. When I’m not gaming, I’m going to mingle and tingle.

Time out. My only concern is running out of time. My carriage awaits early Saturday evening. My old man homing beacon will switch on at noon. After that, my concentration will fix on catching the train. I need to get a hard copy of The Two Headed Serpent. I need to mootch around the trade hall …. at some point …

If only to justify getting all that spam. 

Episode 10 (Part 2) More RuneQuest RPG (with Rick Meints)

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INTRO Blimey Charlie! This is the twentieth podcast!

1:53 GAMESMASTER’S SCREEN Rick Meints, President of Chaosium, joins us once again. This time we roll on a special ‘plunder’ table to search his fabled collection as he recounts past adventures from back in the day.

42:08 OPEN BOX Borderlands is Chaosium’s classic campaign from 1982 – we’ve played it twice, once in ’83 and again in ’13 – find out why this is very much our ‘foundational document’.

1.25 POSTBAG We’ve revamped the Patreon campaign – join now and get access to the ‘zine PDF  – also, you can join the Valhalla agents at Convergence

Episode 10 (Part 1)More RuneQuest RPG (with Rick Meints)

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INTRO We’re back for more podcasts in 2017! We’re returning to our origins and looking again at the game that we began with back in 1981.

OPEN BOX 4.31 – the only President from the USA who really matters is the President of Chaosium, Rick Meints, who joins us to open the box on his early years of play and to talk about how he transformed from a player and collector of Chaosium games, to running the company.

WHITE DWARF 36.50@dailydwarf examines my favourite department of White Dwarf – RuneRites with its new creatures, magic and rules for combat.

JUDGE BLYTHY RULES! 50.00 – RuneQuest 6 has been rebranded as MYTHRAS . Ahead of Dirk running his Luther Arkwright scenario at Convergence in March, Blythy casts his critical eye over the rules.

OUTRO: I’ve been appearing on various podcasts as a RuneQuest zealot – Dissecting Worlds and the RPG Academy as well as appearing wild-eyed on Twitch.

The Patreon campaign is being reviewed and renewed for 2017.

RPG Academy – RuneQuest on Trial

From midnight to around 4am last night I was holed up in the Den under the stairs as I was a visiting Fellow of The RPG Academy. Their ENNIE nominated podcast includes a ‘Trial’ series, where they reach out, beyond their usual fayre of D&D and Pathfinder, to discover new systems. They invite ‘an expert’ of a game that interests them to GM for them. No expert was available, so I agreed to GM RuneQuest.
Thanks to a twitter poll, Gringle’s Pawn Shop was to be the scenario and I decided to use the Pre-Gens that had been road-tested for The Sea Caves (and GROGMEET… just call it my contribution to recycling). Playing Ducks would allow them to see at first hand some of the uniqueness of the Glorantha setting and think differently about their characters.
I adapted the scenario by taking elements of the original and blended in story elements from the Sartar Companion to make it more interesting and twisty.
Michael surprised me but saying that the actual play was to be streamed as well as recorded for their audio podcast. You can watch the results now at their You Tube channel. Later, they will discuss and dissect their experience and their thoughts on the rules.

I’ll probably share more of my thoughts on actual play once it has been broadcast. I enjoyed the experience. It was fun. In retrospect, there are a couple of aspects that I’d do differently. I missed not having virtual table top to scribble on so the characters could locate themselves. Also, it would have been good to have had a session zero to orientate the players within Glorantha, to give them an overview of the setting and telling them why ‘Jeffery’ is a rubbish name. A session zero would have given an opportunity to trot through the character sheet to point out different elements. The players had to rely on my quick-start notes. Maybe explaining the combat rules in an overview would have made them a little more cautious… “you’re running into a hail of arrows …. Again?”
Overall, as a knock-about, fun, one-shot adventure, it was entertaining to play.

Your Quack John will vary – mine certainly did.

Let me know what you think.

1D6 The Sea Caves

On Saturday evening, I hosted the first Patreon, Online Grog-Club in the den under-the-stairs. Supporters at the $5+ level, who were interested in playing, were drawn from the beret to participate in a Runequest one-shot.

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When Rick Meint’s compiled the OSR Bundle for the Classic Runequest Kickstarter campaign last year, he included a never before published adventure, written by Greg Stafford.

The Sea Cave is an unfinished, brutal, zoo-type cave crawl. There’s some innovations built into the design of the complex: the way into the caves is affected by the Gloranthan tides, the players can choose to sail into the flooded caves or walk in during the low tide; also, the denizens of the cave have distinctive relationships with each other.

Despite its limitations, I liked some of the unusual encounters described in the supplement and thought that it would be a perfect, one-shot introduction to the mixed group of players invited to the session. Some of the players were old hands, who knew Runequest and Glorantha very well, others were returning after a long hiatus, while for some it was their first exposure to the delights of the system and place.

It was cracking fun, with tense, spectacular moments, plenty of atmosphere and laughs, lots of laughs.

Here are some of the highlights:

1) Ducks! 

Now, regular listeners to the podcast will know my opinion of ducks, but I was struck by the idea of creating a Humakt duck death squad just for the fun of it. Maybe I’ve been reading too much T&T.

Meet the team:

Brandi Coot – a wily bird who tried to be one step ahead of the opposition with great tactical acuity, using his giant turtleshell shield as to protect the team and using it as a makeshift life raft.

Purple-Eye – the broody one that skulks in the shadows with his two swords trying to convince Mal Hard to break his geas and use ambush tactics.

Moor-Hin – He’s adept with his griffin bone javelin and very tenacious. Very tenacious.

Mal Hard – the burly, healer who is tough enough to wield a bastard sword one-handed. He proved a crack-shot with the self bow too.

Rudi Blue-bill – The shortest and most eager to please, with the sharpest eye and skills with a throwing knife. His knife ‘BAK’ will return to the hand of the thrower on a whistle. Ducks can’t whistle.

2) Clackneed 

The only human in the team was a survivor of our Borderlands campaign. He had been wandering around the grantlands and Horngate with Daine’s sword. He is on the cusp of being a Rune Lord, so is heading to the Sea Caves to help him realise his ambitions.

He has raised the army to help Bryn Cor, the head of the fishermen, to rid the coast of a mysterious creature terrorising the fleet during the twilight catch.

He’s named Clackneed because he needs clacks. He became a mercenary to raise himself from poverty as an outcast.

By the end of the adventure he was Clack ‘kneed’ as every blow seemed to strike his legs. He was grateful of the support of his duck army!

3) The Sea Serpent The opening scene always carries the risk of being a damp-squib or a TPK. This one was almost both. It was extremely damp as it began on board a boat.

A couple of the ducks chose to push the boat along through the water, to get them to Corflu before nightfall.

The ship was attacked by a sea serpent, knocking some of the crew off their feet. Clackneed lost a limb (not for the last time). They all resisted the demoralising rattle to its tail.

The excitement came when Moor-Hin impaled the creature with his javelin. As the stricken creature plunged into the depths of the ocean, the plucky bird went in pursuit of his precious griffin-bone javelin. Deeper and deeper. He gripped on to his weapon and eventually managed to pull it out, before returning, coughing and spluttering to the surface.

4) The players are the thing …

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Eddy consulting the rulebook – still disputing the fumble rules after 30 years of playing together.

It’s always great to meet new players and this group bounded in duckdum very quickly as they rallied around the hapless wannabe Rune Lord.

Ruddi  – “Clackneed?”

Clackneed – “What? I’m busy.”

Ruddi – “WHISTLE!”

5) “There’s a Wyrm? How are you spelling it?”

It was ambitious to run this as a 3 hour one-shot and it proved too much.

They faced a dramatic encounter with a mermaid water spirit who was initially threatening the characters with her Wyrm, before revealing that the Wyrm is her enemy and she wants it destroyed.

There’s going to be an extra session to deal with the Wyrm.

Brandi Coot declared, “A worm? Who’s afraid of a puny earthworm?”

Cue my Harryhausan sound effects echoing through the cave and the collective headsets.

to be continued …

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6) We’ve joined a select group.

There must only be a handful of people in the world who have been in these caves. The brave pioneers are proudly listed at the front.

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The next Patreon, Online Grog-Club is due in February 2017. See the Patreon page, where details will be posted nearer the time.

Episode 6 (Part 4) AD&D RPG UnEarthed Arcana

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This episode includes odds n’ sods, Old Scroates and Points of View about AD&D.

Introduction 00.15 

Dirk muses over the ridiculous, complicated numbering strategy adopted by the podcast and introduces Ric and Tim, the stars of this part of the episode.

Old Scroates (Part 1) 04.15

It’s not a proper theGROGNARDfiles episode without a cheeky mention of Runequest. Tim tells the story of playing with John Quaife, contributor to White Dwarf, back in the day.

Potted History (Part 1) 15.17

The original story of D&D.

Old Scroates (Part 2) D&D Tales 25.04

Tim and Ric share their experiences of playing D&D with reports of games they have played.

Potted History (Part 2) 36.29

What happened to D&D during our deep freeze.

Old Scroates (Part 3) 40.31

Tim and Ric address some of the issues that have been raised in our AD&D episode.

Post Bag 01.02

Blythy joins Dirk as we rifle through the bag of holding to pick out some interesting points of view. Please be aware that your head may rattle when the Demon Overlord appears.

Outro 01.28

Updates on the latest news from the Patreon projects. Please note that contrary to what is said in this bit, GROGMEET is not taking place 10 years ago.

Thank you to all of our supporters and listeners. If you get chance, please pop a review on iTunes. Thanks Dirk.

 

 

 

GROGMEET 2016

You are invited … 

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On the 12th November 2016 there will be the first ever GROGMEET in Manchester. It’s a day of Old School gaming which will end in the official launch of the first ever annual the GROGNARD files ‘zine.

A PACKED PROGRAMME

  • The event will begin with demonstrations and ‘pick up and play’ board games hosted by bonhomiegames.uk – the home of convivial gaming.
  • Judge Blythy from the GROGNARD files will be running a STORMBRINGER adventure to feed Arioch with souls.
  • Making a trip up the East Lancs, will be Kehaar, co-host of the brilliant DISSECTING WORLDS podcast, he’s Games Mastering a rip-roaring heist for TSR’s GANGBUSTERS.
  • We’re delighted to have GM @Asako_Soh on the team, who will be fresh from running games at UK Games Expo and the D&D Tweetup,  to run a classic adventure for West End Games Star Wars RPG
  • Dirk the Dice will be taking players to Glorantha in a Classic RUNEQUEST scenario: Assault on Lunar Outpost XIII.

More Games will be coming on board, so tip some coins in the Patreon beret to keep up to date with the developments. Please note that, at this stage, the proposed games my be subject to tweaks and adjustments.

The event will run from 10.15 – 17.00 with the RPG sessions running from noon.

The fun will be located at Mad Labs in the heart of Manchester, we’re happy to support this wonderful community resource. There’s plenty of places to eat nearby in the swanky (with a silent ‘s’) Northern Quarter; you don’t NEED a hipster beard, but it will help. The famous Manchester European Markets will probably have started too, so why not make a weekend of it?

Tea and coffee is provided throughout the day to keep old-timers refreshed.

AMA’ZINE TIMES

The GROGNARD Files fanzine will be officially launched at the event and all attendees will get a souvenir copy.

This project has been made possible thanks to the generous support of our Patreon backers. 

BOOK EARLY

The space is strictly limited, and there’s no tickets available at the door, so if you want to come, please book your place early. Tickets are £10 to contribute towards the hire of the space. It’s free if you’re a Patreon $5 backer.

Sign-up for the RPG sessions will be available nearer to the event and will be released to Patreon backers first.

Tickets are now available from this link.