Thursday, 30 April 2020

Gaming in April 2020

One of the unforseen results of the house move was going without broadband for almost a fortnight.  This put a cramp into my participation with the various on-line campaigns that I'd been taking part in and other, multiplying oportunities for on-line play.

First a look at the on-going games without me...

The Black Hack 2: Melcher's Vale

Bolton on sabatical...
Just as Bolton the Mage had made contact with the Eunuchs' Guild of Mudharbour he had to drop out of the game.

In fact he's been doing some in-depth research into various arcane mysteries at Bo Lee Wang's monkey cabaret and over-indulging on dolphin burgers.









Call of Cthulhu: Forget-Me-Not

Episode 3: The Spider Clinic, which we played on 7 Mar has now hit the airwaves.*  Enjoy!

Two sessions went ahead without me (fortunately, Charlie, my character, has tended to fade into the background all along).  Andy has given me access to the unedited recordings of these sessions.


Our TV crew ('The Supernatural Files') rescued their co-presenter from the hospital where she'd summoned an Elder God, were reunited with their van and  finally made their way back to the abandoned farmhouse where we assume all this began.  And then things started getting weird.  In Andy's immortal words (ones you do not want to hear a CoC Keeper say), "well, that escalated quickly!"

We estimate that there's probably only one session left.

Andy is strict in keeping his sessions to a two-hour max.  These are then edited down to a 70-90 minute episode on the podcast (which is why you don't hear any dice-rolling or consulation of madness tables).

*In fact, Andy has been very busy.  His podcast is running six or seven different actual play campaigns at the moment with various Call of Cthulhu, Traveller and Tales from the Loop going on.

Dark Sun/Dying Star

Stolen from Modiphius - their Barsoom
24 Apr

This is GM'd by Dave Aldrige, who also runs The Black Hack sessions.  Although he's still running TBH, he wanted something with more of a campaign feel.

Dave has written a hack under the OGL of Swords and Wizardry Continual Light with an implied setting of DnD's Dark Sun (with the serial numbers filed-off).  There's a draft for play-test here if you're interested.  Our campaign is very much Dark Sun.

I missed the first session, but I have written up the second here.

I've never played in the Dark Sun setting, so can't say how true Dave is being to it, but suffice to say that I had a blast in this post-apocalyptic fantasy world with a hint of Barsoom.  As a friend of the blog said commenting on Dave's description on his podcast, this is definitely 'planet of the bastards'.


We play using a combo of a Zoom meeting and Dave's discord channel.  This latter allowed for the in-game sharing of artwork - which I always find useful - and maps.  There's also some out-of-game roleplay there, with one of our players writing up the session in the form of her character's (a Thri-keen trader-druid) journal.  This I find really helpful in giving some colour.  Actual roleplay is one of my weaknesses (as you know, my write-ups tend to be 'this happened, we did this, then that happened...') and being able to read someone elses RP interpretation helps me focus my own approach.

One-Off


28 Apr

Jason Connerley offered a one-off, settling on a 'spooky theme' (the alternative was 'cowboys in space').

It turned out to be an odd one!  Four of us played ourselves, returning from a RPG Con on a dark and stormy night.  Our hire-car broke down by a washed-out bridge.  Fortunately, there was a large house nearby on a hill...

Unsurprisingly, there was a strange butler and a mad scientist.

Jason discusses it here.

Solo Gaming: 4AD

Some may remember that I ran a solo dungeon-crawl last year.  This was done using Old School Essentials and a rather complicated system I'd botched together from a number of sources.  As a result it was a little unwieldy and although I enjoyed it, it collapsed under its own weight.  I therefore looked out for a system that can be run out-of-the box for a quick session, and invested in Four Against Darkness.

4AD is pretty basic, but I thought I'd give it a go.  It's ideal for those times you just want to sit down and roll dice for 45mins or an hour with no prep.  There's a good review here.

Time will tell whether there is much scope for repeat play in the system.  If that proves a problem, there are supplements and modules available for the cost of a couple of pints.  It may even prove an interesting exercise to expand the d6 Encounter and Treasure Tables to d66 ones.  I may write up sessions using the Heybrook setting I created for the previous campaign - it will prove the practice I need in creating a narrative out of dice rolls and hack-and-slash.


Sunday, 26 April 2020

Seven Books

Over on Facebook I decided to post seven book covers over seven days.  No explanations, but they've all influenced me.

And I didn't tag anyone to do the same (curses on all chain letters!).








Saturday, 25 April 2020

Dark Sun: The One Where Garrok Went Bonkers at the Oasis and We Got the Girl


Dark Sun.  Session held 24 Apr 2020 (online).  I'll talk more about the system/campaign in my monthly round-up post.

Second session of an on-going campaign.  Edwin joined.  Spencer’s character having been killed, he introduced a new one.  Some players from the previous session were unable to attend.

Dave
Game Master

Edwin
Garrok
Wandering Mul Druid (Lv.1)


Spencer
Geo
Half-Giant Ranger (Lv.1)

Follower:  Hardy.  Dwarf.

Ian
Frib
Halfling slave Psionicist (Lv.1)


Aengel
Gre’kkt
Thri-Kreen Druid Trader (Lv.1)

Follower.  Kreekit, her nephew.

  

Ian's map (messed about with)


 Day 3 (Night)

The party was camping at the site of the fight with the giant hornets.

Two hours into the night, they were joined by travellers Garrok and Geo, introductions were made and the newcomers agreed to join the quest.  Some members of the party remained at the camp, recuperating.

Tracks of the renegades were found, leading to the SW, these were followed (leading into Hex 1, sandy wastes).  As we did so, we observed a cloud of dust – a large group of humanoids travelling as speed.  Knowing that this was likely to be a party of elves, and fearing that they might be hostile, we decided to avoid them and diverted to the W (moving into Hex 2, stony barrens).  The elves passed without incident.


We now observed a number of strange structures, which we assumed to be the nests of giant hornets.  Some debate was has as to whether to destroy them or to open one to discover what was inside.  However, we decided that to tamper with one risked awakening all the hornets nearby, and no-one had the appetite for that.  We resumed our pursuit of the escaped slaves.

Day 4 (Day)

(Hex 3, sandy wastes, oasis).  We discovered that the tracks of our quarry had been obliterated by the passing band of elves.  More importantly, we found an oasis, surrounded by mud and fringed on one side by trees.  It was decided that we should rest here during the heat of the day.  Two mekilots were watering at the oasis, so we took up position away from them.

Geo found the trail leading out to the SW.

While the rest of the party were resting, Frip observed a robed Thri-keen come out of the trees and perform some ritual at the water’s edge.  He reported this to Gre’kkt and the rest of the party.  An additional mekilot had turned up.

Day 4 (Night)

As the party were rousing, four mud-covered humanoid figures rose from the mud.  Too late, these were recognised as banshees (undead dwarves, cursed to roam the earth because they had died before completing their focus).  They uttered piercing screams.

Garrok, Hardy and Kreekit entered into a frenzy and rushed into an attack on the banshees, to no effect.  Two of the mekilots fled, but the third also suffered a bout of madness.  Fortunately, the Thri-keen emerged and used his powers to banish the banshees.  Garrok was able to shake off the effect of the cry, but Hardy and Kreekit weren’t.  Frip levitated out of the way and those in their senses retreated to the shelter of the trees as the mekilot charged.

Kreekit made an ineffectual attack on Gre’kkt.  Hardy took his flint spear and made a foolhardy charge on the mekilot.  Although the ex-gladiator managed to find a vulnerable spot and drove his spear into the creature’s skull, it was an uneven contest and he was trampled and killed.  The beast stampeded off.

As his companions retrieved what was left of Hardy’s body, Gre’kkt exchanged formalities and gifts with the druid.  He was able to tell her that the elves we were tracking had been captured by dwarves from the nearby settlement of Kled and gave her directions to get there.  Geo gave an eulogy for his companion.

Gre’kkt and Garrok had both previously been to Kled.  They knew that the dwarves there were employed in excavating the ruins of their lost city of Kemalock and were in constant conflict with a settlement of elves to the north (in part, over rights to this oasis).

Travel (through Hex 4 and Hex 5, both sandy wastes).  We came across a large patch of cacti resembling writhing brains.  Those who knew the wastes advised that these contain worms which, when the plant is cut, come out and attack, entangling their targets.  We moved on.

Entering the rocky badlands (Hex 6), we came to Kled.  On Gre’kkt’s advice, we waited until daybreak before entering the settlement, under the watchful eye of town guards all along.

Our first stop was the market, where Gre’kkt enquired of trader contacts (there were none present) and bought some Esper Weed (which when chewed would grant psionic effects) and a broken short sword (made of some form of metal!).


We then presented ourselves to the headman, Barrunas.  A venerable dwarf, he had founded the settlement over 150 years ago.  Although known to Garrok, he was reserved until he heard that we were intending to trade for his captives.  He drove a hard bargain: his preferred option being a rich reward, he also offered us the option of instead entering the mine and defeating a Sand Golem (and anything else that we might encounter).  After some discussion, we offered him Garrok’s monkey paw (which had the power to curse one’s enemies) and a hefty payment from Gre’kkt’s reserves.  Fripp gave Garrok his animating oil to replace the paw.

Barrunas led us to the captives, warning us that the woman was ‘trouble’.  Frip confirmed that this was indeed our quarry, Aspis, allegedly abducted by renegade elves.


This is where the story began to unravel.  Aspis ordered that her slaves be freed and that we immediately proceed to the elvin stronghold, where she would begin negotiations for the freeing of all her father’s slaves and the other elves held captive in Urik.  This caused some consternation.  Frip hastened to obey, but Gre’kkt pointed out that our employer was her father, who had contracted for the return of his daughter, and certainly not for a slave rebellion. 

Aspis’ haughty attitude decided the matter.  Garrok and Geo bundled her in a cloak, while Gre’kkt administered a paralysing bite.  She was bound and gagged.  While this was happening, the elves affected an escape.  One was killed, but the others fled.  Barrunas demanded that the party leave the settlement. 

The party was now faced with the prospect of the three-day journey back to Urik with a prisoner who may have arcane or psionic powers, and also the chance of being intercepted by an elvin warband.  Nevertheless, it was decided that we needed to camp and rest-up, so in order to be fresh if we did encounter trouble, and to give absent members of the party a chance to rejoin us.

Tuesday, 31 March 2020

Gaming In March 2020

For obvious reasons Face-to-Face gaming has been on hold, but as regular readers will know I've been lucky enough to have been getting in to playing RPGs on-line.  These are generally aranged through Discord and played using Google Hangouts, Zoom or Roll20 (or a combo of these).  If anyone wants an invitation to join any of the Discord chanels, let me know.

Black Hack

1 Mar
15 Mar
22 Mar
27 Mar

Our Black Hack game continues.  Because of the Open Table Dave runs, we jump around various areas of his Melcher's Vale setting from game-to-game.  We've therefore been exploring dungeons under the ruined temple, delving into the sewers and had a martial arts tournament (with added intrigue between bouts).

A relatively new development has been that introduction of faction rules.  It's early days yet as none of us have earned enough points to progress very far in any of the factions.  They all seem to have major drawbacks though!

It turns out that the Patron my Mage has attached himself to is quite probably a vampire and, having received her Kiss, he might have been Renfield'ed.  At the end of each session I've having to pass a CON Check to avoid loosing HP.

Lady Bund a vampire?  Who knew?
On the other hand he has now made contact with the Eunuchs' Guild, so that's a positive...

Call of Cthulhu 

7 Mar
22 Mar

Our modern-setting (c.2003) of CoC run by Andy Goodman (of the Expedition to the Grizzley Peaks podcast) continues, and the plot thickens.  Having said that, in our last session we lost said plot and went off on a complete tangent.  One of our party  attempted to cast a spell, went permanently insane and ended up summoning an Old One, Tsathoggua.  Decapitations were involved.  We closed the session just as the cops arrived...


Meantime, Episode 2 (which we played back in Feb and in which we go a bit mad) has hit the airways.  Reminder, I'm playing Charlie Hogan, the cameraman.

Index Card RPG

This was a one-off run by Pete (of the Dragons Are Real podcast).  It was my introduction to the system, which is very simple and easy to pick-up.  It's Pete's go-to system for a number of genres, but we were playing a low-fantasy style.

M'mm, pie...
The plot rotated around a raid that had been done on a pie shop (Mrs Miggins' Pie Shop of course).

The obvious culprit was the owner of a rival establishment, but that seemed too simple.  My character was convinced that the rival was a small cog in a larger plot who had taken advantage of the removal of magical wards for his own purposes.  We therefore spent some time talking to to other establishments and testing wards (my chap walked into them until he was knocked out).  At least we established that it was a lie that all the wards were down.

In the end it turned out that the obvious solution was the right one.   The pieman had stolen Mrs Miggins pies in order to reverse-engineer the recipie in a lab he'd set up in a cabin in the woods.

Anyway, the game was a blast and ICRPG works very well.

Tuesday, 24 March 2020

House Moving

It begins!
As those of you who follow me on Facebook may have noticed, I'm in the middle of a house move.  

In typical Norwich fashion I'm only moving about 200 yards, so my plan had been to do it gradually over a fortnight, with the use of my trustly sack truck.  I had the offer of a help from a man with a van to move the Big Stuff, but that wasn't due until the end of the week.  I've also had a couple of friends with a car give me a couple of morning of their time.

That's been going fairly well - though I've had a couple of set-backs.  First, it seems that carrying 50-or-so boxes of books down one set of stairs and then up another isn't too good for old knees: it's manageable now, but I had to have a couple of day's light duty.  

Secondly, the lockdown!  The chap with the van can no longer help me.  That leaves me with the problem of the stuff I was hoping he could move.  I can probably manage the bed and kitchen table, and I think I will leave the sofa behind (leaving stuff behind is an option for me).  The main problem is going to be the fridge/freezer.  I don't think using the trolly is an option (at least by myself).  I shall have to see.

Some photos of progress so far...





Social Distancing

Saturday, 29 February 2020

Gaming in Feb 2020

After the drought, then the flood!

Face-to-Face

At the FLGS

On 9 Feb we got one of our occasional games of Dungeon Crawl Classics in.  I've written about that elsewhere.


Sunday 16 Feb reverted back to our more usual Barrowmaze.  For some reason after encoutering five Giant Centipedes attacking a Giant Toad we rescued it and decided to take it back to our stronghold where we're nursing it back to health.  We haven't gone so far as to name it yet...


On 29 Feb we had our last trip to the Barrowmaze before the (in-game) six month break for the rainy season.  This marks the end of our fourth in-game year of the campaign! 

For the first time in several sessions we actually entered the Barrowmaze rather that exploring the mounds on the Barrowmoors.  Much fun was had, loot was found, and new stuff added to the map.

No, we didn't go through this doorway!


The Home Team

For one reason and another we hadn't met to to play our Hole in the Oak mini-campaign since before Christmas.  However, on 21 Feb we met up at The Games Table to play a few boardgames (the main game was Ticket To Ride, with Battle Sheep as our warm-up and Exploding Kittens as the wrap-up).  I asked whether we wanted to carry on with The Hole in the Oak and possibly take it a little further: everyone seemed up for this.  I think I'm going to suggest we alternate between RPG and Boardgame nights (it'd be nice if we could do it weekly, but I suspect the diaries won't align).

Sadly, the RPG session we had planned for the last week of the month was again cancelled due to Real Life.  So I haven't yet had a chance to test the Dolmenwood Players' Guide.

On-Line

The Black Hack

I wrote about the games we played in the first half of the month here following the death of my long-term character (5th Level thief) Bil Lee.  After discussions with the GM, I was all prepared to introduce Bil's hapless cousin, taken from his cushy job in the Monkey Cabaret to serve at the pointy-end of Tong business as he was the last surviving male relative able to uphold family honour.

Bolton the Mage
However, our next session wasn't in Mudharbour, but another town of the setting.  So, I thought, I'll play with my reserve character.  And I've fallen for him!

I think the moment Bolton the Mage came to life was when were were required to stop and take rations (one of the results on the encounter table).  Bolton hadn't got any of his own, so a fellow offered one of his (and asked me to roll the Usage Die).  In one fell swoop, the rations were gone.  Suddenly, he became this louche Caspar Gutman/Nero Wolfe figure.  The Fat Mage of Purbury was born!

Google helped by coming up with this fantastic image (which is apparently concept art for Assassin's Creed).  And Dave has created some house-rules for cigar smoking.

The session itself was fun.  After the experiment in the Hive, we returned to more tried and tested ground, pulling of a heist (using more of Dave's house-rules).  We were employed by Lady Elvira Bund, a local femme fatale, to regain an artifact that the local theives' guild have stolen from her father (she didn't realise that we'd pulled of that heist too and indirectly killed her father).

Lady Elvira Bund
It all went very well, mainly due to the groundwork that the heist rules allow us to do in advance (ret-conned, it true heist movie style).  After minor tusssles with the thieves and gnolls, we recovered the artifact and much other loot.  Some of us gained a new patron: though one party member who was on a quest for redemption revealed that he had been involved in the death of Lady Elvira's father and was immediately killed by her.  This worked out well in the end - part of his quest was 'to be given a second chance' and he was revived by his goddess.

We also had another session in another part of the world, where we had anold-fashioned dungeon-crawl under the ruins of a Temple (complete with portal to Another Place and encounters with alligators and kobolds).

Call of Cthulhu

Our second session of the Forget-Me-Not scenario took place on 9 Feb.  It moved on from the slow start of the first session (slow as in 'building-up tension' rather than 'boring').  The party now know who they are, that one of their number is missing and have several leads to follow up.  In addition we had a major outbreak of temporary insanity (a bit of mud-wrestling and pistol-whipping) and coughing up of wriggling things.

Andy had recorded the play 'for training purposes'.  He since (with our acquiescence) decided to broadcast it on his Podcast. 

Episode 1: The Cornfields of Your Mind
Episode 2:

I'm playing Charlie (the one who doesn't speak in the first episode!).

The Legendary 9 Febuary 2020

The observant will have noticed that 9 Feb was a busy day for me!  I played DCC at The Games Table from Noon until 4pm, Call of Cthulhu on-line from 6-8pm, and then the Black Hack from 8-11pm.  I don't anticipate being able to carry off such feats often, though I think the stars will aleign about every six to eight weeks.

Saturday, 22 February 2020

An Unboxing (In which I coin the term 'Dolmenesque')


I got a couple of parcels today, which is always fun.


First up was The Second Book of Lanhmar.  I really shouldn't be buying new books at the moment as I'm supposed to be in the process of downsizing in advance of a house move.  But someone recommended Fritz Leiber's Fafhrd and the Gray Mouser stories and I've really enjoyed the ones I've read so far.  Their light tone and understated humour mixes well with the darkness of some of the story matter.


More excitingly perhaps was a draft of the new Dolmenwood Player's Book by Necrotic Gnome., creators of Old-School Essentials.  I've mentioned it before, but Dolmenwood is their weird, fairy-tale  campaign setting.

I've signed up to provide playtesting and feedback, so received the pdf last week.  I sent it to be printed off and spiral-bound by doxdirect.  This was a bit of an experiment for me, and I'm pleased with the results.  It was reasonably priced and only took two days to get to me from placement of the order.  It's certainly better that I could have produced at home.  The spiral binding will allow for some flexible use at the table.  I must say that I always prefer hard-copies over pdfs, which I find almost impossible to concentrate on.


I would say that I'll give you my impressions when I've read it, but as this is a pre-publication version, I'm not supposed to!  Let's just leave it with the overwhelming impression of clear lines and good lay-out (which is something of a trademark of Necrotic Gnome's).  This is more than cosmetic:  having recently had a very frustrating session with some other rulebooks, I do appreciate the utility of having a reference that can be used at the table.

Some of you may remember that before Christmas I ran a couple of sessions of the Hole in the Oak module for what I called 'The Home Group' (I also ran a less successful session for my regular RPG group).  Anyway, Christmas, New Year and diaries intervened and we haven't played since: I was a little surprised when at our last meeting (for board-games) people were keen to pick up where we left off and even to carry on after the module.  Hole in the Oak isn't set in Dolmenwood, but it's as near as damn!  It will only take little tweeking to insert Dolmenesque elements.  I will digest the Player's Book and then decide how many to put into our game and whether we will go whole-hog into the 'Wood.


As a final aside, all of doxdirect's packing material was recyclable.  Very good to see.

Monday, 17 February 2020

Recent Black-Hackery


The Black Hack game continues to be fun.  As I write the Kickstarter for the spin-off zine is in it's final hours.  It exceeded all funding expectations and is something that I'm eagerly looking forward to seeing later this year.

Dave is managing his amazing feat of running two games most weeks, though I've missed a few of the Sunday sessions because of the Call of Cthulhu I'm now involved in.  One of the beauties of the Westmarches style of play however is that this doesn't matter.  Whichever players turn up on the night play, and the other can sit it out without too much damage to continuity.

Bil Lee
The character I've been playing is Bil Lee, a thief in the Mudharbour Brotherhood who has been rising up the ranks of the Greeen Dragon Tong under the watchful eye of 'Uncle' Wang Lee.

Bil wasn't there when the party battled Crabzilla, but he took part in some of the mopping-up afterwards in which Uncle tasked him to recover the legendary weapon the Flying Guillotine.

His success in this mission marked him out for advancement within the Tong

The Guillotine proved its worth in the next session when Bil was able to decapitate a Boss Witch (by scoring a hit and then rolling above her HD on a d12).  Nevertheless, Rusty, a party member died.

Rusty - by Claire Aldridge
This is where it gets a little involved.  Rusty was an automaton - a Reliable Rickshaw Runner - and it was determined that if we recovered his familiar, Travis Bickle - who had been snatched by giant bees - and procured a new body for him, we might be able to resurrect him.

In the following session a crack trio of thieves determined to try to do the first part of this, entering the giant hive.  Disaster struck though.   Overcome by venom and terror Bil suffered a fatal heart-attack and only one of his companions managed to escape to safety, empty-handed.


We were doing something different in the Bee Hive Delve.  Although still using the Black Hack rules, we were following the Hex Flower engine devised by Goblin's Henchman.  More specifically, we were following the procedural methods applied to the exploration of a maze-like giant insect colony in his adventure 'Carapace'.  The proceedure uses Hex Flowers to generate a labyrinth so alien as to surpass human understanding and mapping.

Frankly, I didn't take to it.  I can see why the Hex Flower appeals to some, but using it as part of the game (as opposed to behind-the-scenes world-building) doesn't suit my playing style.  Wandering about in nominal directions chosen on a dice-roll, and then deciding whether to spend points to alter the roll felt a little board-gamey to me.  There's nothing wrong with board-games of course, but for me it brought in too much meta-gaming and broke the role-play.  I suppose I prefer my magic behind the screen!  However, it looks as if we're going back in on Wednesday, so I'll give it a go.

Sunday, 9 February 2020

At Moonricket Bridge: A DCC Game

Today our face-to-face group had one of our (fairly) occasional games of Dungeon Crawl Classics at The Games Table.

The previous games I'd played had been Level 0 Funnels, where you start with four Level 0 characters of no particular merit and they are eventually picked off.  The survivors have gained enough experience to proceed to Level 1... 

One of the things I quickly found out today is that Level 1 characters are only slightly less squishy than Level 0s!  Sadly we had a TPK on our first time out.

I like DCC, there's a lot of interesting stuff involved in it.  But the size of the rules and the amount of scrambling about trying to find what one wants (to say nothing of the number of bookmarks needed for simple play) makes me appreciate how well-thought-out the lay-out and simple lines of Old-School Essentials is.   The scenario we played, Moonricket Bridge, is a short one (but no less lethal for that!).  This was just as well, as I think we spent as much time discussing and trying to interpretate the rules as we did in actual play.  Obviously there's something wrong there. 

This might improve as we play more often.  Our GM promises that this is the first of a number of loosly-linked modules (the Shudder Mountains setting) that we'll be exploring.  As she has volunteered to run a DCC module she's written at the UK Games Expo, she's got every incentive to get some practice in!

In summary, today was enjoyable (and any chance to get a face-to-face game in shouldn't be sneezed at), but the rules-scrambling was a little frustrating.

Wednesday, 5 February 2020

Kickstarter Watch: Mudharbour


Recently I've been able to play in Dave Aldridge's on-line RPG sessions which he runs using the Black Hack.  Dave has created Melcher's Vale, a very enjoyable low- to mid-fantasy setting, which will suit many game systems.

The largest settlement (we've found so far) in the Vale is Mudharbour and this is the focus of Dave's Kickstarter.  He has decided to take part in Zine Quest, a co-ordinated effort by creators to publish RPG Zines funded by Kickstarters.
A hand-stitched 32 page [now 36, stretchgoals having been met] zine detailing a Kung Fu fantasy setting influenced by Shaw Brothers movies and martial arts videogames. Mudharbour is a cosmopolitan island city dominated by mystic temples and featuring warring gangsters, scheming bureaucrats, elemental automata and marauding pirates. 
I'm quite fond of Mudharbour as my character was introduced there and, as one of the first players there, I've contributed to its development.  The character, a thief was originally concieved as Billy the Dip; he quickly and seemlessly morphed into Bil Lee, a junior member of the Green Dragon Tong (as led by 'Uncle' Wang).  He's since met giant crabs, hungry ghosts, psychic jellyfish and exceptionally well-shod assassins.  Great fun!

The Kickstarter is now (on it's 4th of 14 days), 350% funded.  You can see details here.

Tuesday, 4 February 2020

Gaming in Jan 2020

A little later than I anticipated, due to computer problems.

Face-to-Face

At the FLGS

Our GM claims that January is problematic for scheduling.  Netherless he managed to put together two sessions of Barrowmaze.  I should have taken some photos for the blog, but of course didn't.


Knowing that I've run it at home and had one session at the FLGS, one of the other players suggested that I run the OSE Hole in the Oak module.  However, he was the only one who signed up for it, so we cancelled.  Although the home sessions went well, I completely fluffed the session in the shop, so I don't know if the word went round!

I didn't make it to any board game nights this month.

In other news from the FLGS (The Games Table), last month they announced that they were planning to move to larger premises.  This week they told us where.  It's a very good spot, slap-bang in the centre of Norwich in the wonderfully named Lower Goat Lane (for those who know the city, it's just off the Market Place).

I'm a big supporter of The Games Table.  In less than two years, Kieran has built a good business, but more importantly a great community.  It's done wonders for my social life and, as a result, my mental health.

The Home Team

We didn't meet this month. After two sessions playing Hole in the Oak, there's probably only one session of play left.  If the guys want to continue (which I'm not certain of), I've been thinking of various plot hooks that would lead on to other adventures.

On-Line

Having heard a lot about the Discord Audio Dungeon on various podcasts, in December I took the plunge and signed up.  Like all social media it's necessary to filter which areas one engages in or be swamped, but that's OK.  It's a welcoming group and very easy to find games to join.

The Black Hack

I've been taking part in a Black Hack game run by Dave Aldridge of the dpercentile podcast.  We've been lucky enough to be able to fit in a couple of games a week!

I've played a little Black Hack before, and am really getting into it here - it is a lovely, simple system that I heartily recomend.  Dave's setting - Melcher's Vale - is very nice.  In Feburary he's going to Kickstart a Zine which will detail a section of it, a city with a Fantasy Ku Fu vibe influenced by Shaw Brothers movies and martial arts videogames.  I shall be posting more about it when it launches.

Call of Cthulhu

I've been wanting to try CoC for quite a while, but never found anyone to play with.  Last weekend I took part in the first session of the Forget Me Not module.  An introductory module set in modern-day USA.  We all woke up in a crashed van in the middle of a corn field, and by the end of the two-hour session had discovered that we were the crew of a TV show 'The Supernatural Files' investigating spooky goings-on in Michigan.  The plot will thicken in a fortnight...