Tuesday, 11 April 2017

ConQuord Adventure Quest 4

ConQuord RPG Quest 4

Quest for Eternity

All of Time and Space - a Dr Who adventure without The Doctor

4 hours, Sunday Afternoon.

Even Why should you play this game?


1. You can play any character from anywhere in Time and Space. The only rule is, they can't have appeared in the TV series. So you can play Henry VIII but not Elizabeth 1.
2. I repeat that . ANY characters from ANYWHERE. If you can think of it, you can play it. The rules can handle it and so can I. The stories I could tell you about the characters people have made for this scenario over the years.....
3. This is the exact same scenario I've been offering at dozens of conventions across the UK for over 3 years. It's simply that good. It's as if Terry Nation wrote a story for the tenth Doctor and always
4. You're playing with the guy who wrote the rules and, though I say so myself, they're superb. Lightweight, easy to grasp and massive fun. I use them to play all the big Sci Fi franchises - Star Wars, Star Trek, Firefly, Dr Who etc.
5. I've been refereeing for nigh on 40 years. I'm pretty good at it - I have been called a "master GM". Though I've got plenty of plot, I'm not merely a storyteller. I'm a facilitator who enables the players to shine and the characters to be the Heroes of their own adventures.
6. I'm offering this adventure at UK Games Expo - for the third year running where - as usual -it's already sold out.

Description: Trapped aboard a runaway TARDIS a motley collection of characters have the time of their lives. 

A Dr Who adventure without The Doctor. 

Play any character from anywhere across Time and Space – just not one from the TV series.

Set in the Dr Who universe, you’ll create and play a character of your own design. It only takes a few minutes. They can come from anywhere across all of Time and Space – even a Timelord if you really want (just not one of the ones from the TV series).
The adventure starts with a motley selection of characters thrown together aboard an out of control Tardis. As “the round things” explode all around you:

IF you can get along

IF you can land the ship one piece 

and

IF you can get the doors open

then outside could be anything, anywhere and anywhen in Time and Space. 

A classic Dr Who adventure – without the Doctor.

Referee: Simon Burley
Players: 2-6

To enjoy this game with me, buy tickets for the ConQuord game convention:

http://conquordbristolgamingconvention.weebly.com/#/

ConQuord RPG Quest 3

ConQuord RPG Quest 3

Quest for liberation

Babylon Recall - a Blakes 7 adventure

3.5 hours, Sunday Morning.

Why should you play this game?


1. It's Blakes 7. C'mon - where are you going to get another chance to relive your youth?
2. You could play Vila.
3. You could play Avon.
4. We've got a bigger budget than the TV series.
5. You're playing with the guy who wrote the rules and, though I say so myself, they're superb. Lightweight, easy to grasp and massive fun. I use them to play all the big Sci Fi franchises - Star Wars, Star Trek, Firefly, Dr Who etc.
6. I've been refereeing for nigh on 40 years. I'm pretty good at it - I have been called a "master GM". Though I've got plenty of plot, I'm not merely a storyteller. I'm a facilitator who enables the players to shine and the characters to be the Heroes of their own adventures.
7. I'm offering this adventure at UK Games Expo where it's already sold out. C'mon - where else will you get to play a Blakes 7 game? Where else would you get to play Vila or Avon?

Description:  An "adventure that never was", based on the classic British TV Space Opera. The freedom fighting crew of the powerful, enigmatic, alien spaceship "Liberator" soon won't be the only ones with access to the unbelievable technology of an ancient race.

The idea of Ancient Martians has always been something of an urban legend. Now - it seems - all the stories may have been true.  "Something" has been unearthed on Mars. A secret so powerful it threatens to tear The Federation apart with civil infighting, with the victor gaining the ability to grind the galaxy under their heel. (Probably the spiked, white, leather heel of Supreme Commander Servelan.)

What's needed is a brave, mad (suicidal) dash into Earth system - with its defence systems and fleets of Federation pursuit ships - to seize or destroy the enigmatic discovery from under the noses of the various Federation factions before it can foment a  conflict that would envelop and kill millions of innocents.

Seven against the Federation. What else is new?

Play any character from any of the four seasons of the original series. What does it matter if Oleg Gan never met Del Tarrant? Jenna and Soolin would probably be fast friends! I've character details for all of them, but you're free to amend them - if you think I've underestimated Blake's leadership abilities - or design your own original Hero.

Played using my own THE CODE OF THE SPACELANES rules. Just 2d6, frighteningly easy, fast and fun - with magic happening every time you roll a double.

Referee: Simon Burley
Players: 2-6 (apparently the SPACESHIP counts as the 7th member of the team - go figure!)

To enjoy this game with me, buy tickets for the ConQuord game convention:

http://conquordbristolgamingconvention.weebly.com/#/

Monday, 10 April 2017

ConQuord RPG Quest 2

ConQuord RPG Quest 2

Quest for adventure

Kong Island Raiders

3 hours, Saturday afternoon.

Why should you play this game?

1. With Kong: Skull Island and The Power Rangers movies out this Spring there's never been a better time to play a Anime/Giant Monster mashup.
2. You're playing with the guy who wrote the rules and, though I say so myself, they're good. Lightweight, easy to grasp and massive fun. Far less "crunchy" than most Giant robot games but able to handle all levels of character from Fay Wray up to UltraZord.
3. I've been refereeing for nigh on 40 years. I'm pretty good at it - I have been called a "master GM". Though I've got plenty of plot, I'm not merely a storyteller. I'm a facilitator who enables the players to shine and the characters to be the Heroes of their own adventures.
4. You get to create your own character. It's easy, it's fun and your creation will be celebrated and supported. I love player characters and would rather see what you create than force you to use characters of my own design.
5. I wrote this game to showcase the rules but it isn't the example scenario from the rulebook. It's an experience only a limited number of people will get to enjoy.
6. I'm offering this adventure at UK Games Expo where it's already sold out.

Description:  You know the score. There’s this mysterious island somewhere out in the ocean and your film crew/explorers/special ops team has decided to investigate. This will be an exciting  Giant Monster/Anime mashup.

Pre-generated characters are available, but – ideally – you’ll create brand new, island-exploring, characters as part of the game. It doesn’t take very long and is great fun. Fay Wray, Jack Black, Tom Hiddleston, Samuel L. Jackson or someone from your own imagination. The world’s your oyster! (Probably a giant man-eating oyster.)

THE CODE OF SHŌJO AND SHŌNEN is own lightweight Anime rules. Just 2d6, easy to play. But when you roll doubles, truly magical things start to happen.

Notes: This is a fun and exciting game and suitable for all ages and types of players. However, fans of the King Kong, Godzilla, Pacific Rim or Power Rangers films should find it particularly enjoyable.

Referee: Simon Burley
Players: 2-6

To enjoy this game with me, buy tickets for the ConQuord game convention:

http://conquordbristolgamingconvention.weebly.com/#/

ConQuord Quest 1

Quest to Mars

The Great Martian Tripod Race

3 hours, Saturday morning.

Why should you play this game?

1. It's Steampunk! Pip, pip! Jolly Good show, old bean! It's a genre that always has players overacting and chewing the scenery.
2. It's set on Mars. There are Tripods and Martians.
3. You're playing with the guy who wrote the rules and, though I say so myself, they're a damn good set of rules. Lightweight, easy to grasp but massive fun. "These fix all the problems with FATE" a player in this scenario told me recently.
4. I've been refereeing for nigh on 40 years. I'm pretty good at it - I have been called a "master GM". Though I've got plenty of plot, I'm not merely a storyteller. I'm a facilitator who enables the players to shine and the characters to be the Heroes of their own adventures.
5. You get to create your own character. It's easy, it's fun and your creation will be celebrated and supported. I love player characters and would rather see what you create than force you to use characters of my own design.
6. I didn't write this adventure....... Think about that for a minute........ I wrote the game. I'm a master GM. I write and publish my own adventures. But this adventure is just so good that I choose to run it in preference to one of my own design. It's ace!
7. I'm offering this adventure at UK Games Expo where it's already sold out.

Franklin is the first human competitor in tripod racing history, but his team has hit a few problems.

His corporate sponsor is tied up in a hostile takeover bid, so the money has dried up. The Martian tripod racing clan is out to stop him, to keep tripod racing for Martians only. Who knows what dark deeds they will resort to?

As the members of Franklin’s race team, can can you overcome all obstacles and get him to the start line?

A game of Scientific Romance and Steampunk adventure, set on the Victorian colony of Mars.

Played using my own THE CODE OF STEAM AND STEEL  rules. Just 2d6, frighteningly easy, fast and fun - with magic happening every time you roll a double. Pip, pip!

Original scenario by: Martin Pickett

GM: Simon Burley
Players: 2-6

ConQord convention - Bristol 29th/30th April - Missions and Quests

On 29th and 30th April, it's the second Conquord gaming convention in Bristol. This year, they've gone up to two days. I'm going and I'm offering to run games in all four of the RPG gaming slots. Looking at the other RPG games on offer I can see that I've got a good choice of RPGs to play should any of my games fail to garner players. That's ignoring all the other excellent non-RPG events happening.

Though people can turn up on the day, the organisers would prefer it if people bought their tickets in advance so they can get some idea of numbers. Having recently been involved in organising a convention myself - Spaghetti ConJunction in Birmingham - o know exactly how they feel. Until the day, we had absolutely no idea how many (if any) people were coming to our convention. We only sold tickets on the day but, even so, you'd think there'd be some communication before the event. I think  many RPGers plan to go to conventions. However, unless there's a compelling reason to do so (hotel or game places sell out) they tend to leave confirming attendance to the last minute to keep their options open.

So the organisers have set their prospective GMs a "mission". They want is to promote each of our games in a separate "quest" to try and attract people to ConQuord. Anyone who buys ticket in advance will be individually contacted and asked what quests they want to go on over the weekend. It's sort of a prebooking system and meant to encourage people to buy their tickets in advance to make sure they get into the games they want to play.

So over the next couple of days, the four "missions" for my four official games will be appearing here. Just thought I'd warn you in advance in case you were wondering what was going on.

Needless to say - based upon last year's convention I heartily recommend ConQuord. The organisers are good people. If you are free and can come along, it'll be a great couple of days. If you are able to prebook your tickets and help put their minds at rest, that'd be nice.

http://conquordbristolgamingconvention.weebly.com/#/

Sunday, 9 April 2017

Compulsion 2017

I was at Conpulsion in Edinburgh this weekend. This is a 2 day convention run by the University types in Edinburgh in Scotland. Scotland's biggest gaming convention.

I've always liked Conpulsion because of its short game slots with long breaks in between to allow me to take part in panels, as a guest. This year, however, they seemed to have put some panels I could have been on at the same times as games were being run. I did not approve. It seemed I'd have long 2 hour breaks between games with nothing to do. Strike 1.

I'd also arranged to meet some people for a "private game" Saturday evening. In the end, they didn't attend. They was a slot where I didn't submit a game for prebooking and inclusion in the programme. Strike 2.

It's actually cheaper, as well as faster, to fly to Scotland than it is to travel by train, so I throw my lightweight games into a flight bag with minimal clothes changes and fly up Friday night. Which means I can do a full day's work and still travel up. I miss the "Friday night Social" - which is no loss to me - but I arrive ready to start bright and early Saturday morning.

Well, that's the plan. In fact my flight was delayed by two hours and I arrived at my hotel well after midnight. I was seriously worried that I'd be knackered for the following day. Strike 3.

Conpulsion 2017 was not shaping up well!

But I had a really good breakfast at my hotel, walked easily to the venue and arrived early. Getting in was smooth due to the good organisation. And I was given a free "guest" T shirt.

There were 6 RPG games on offer based on my rules - only three of them offered by me.  Over 10%  of the pre-advertised RPG offerings were using games I've written.

The main venue for the convention is Teviot House - a historical building with several students bars, lots of wood and leather and many traditional staircases, many of them spiral. It's a great place for RPG's.

However, this convention also has loads of traders, board games, tournaments and seminars. So most of the RPGs took place in a nearby building called "Potterow". It's the first time I'd played there. It is an amazing building. Circular, with a domed plexiglass ceiling. Light, bright, full of heavy wooden tables.

In the morning I had a full table for my Blakes Seven game - the first time it's run.  The first player to arrive snaffled Avon. (Fair enough). Other characters chosen were Vila - natch - Cally, Soolin and Galen. Galen is actually a technomage from the Babylon 5 spinoff series buy, hey, if a player wants to do something, I try to accommodate them.

The game went well. The technomage proved a bit overbearing and the clever play meant the characters avoided combat - which left Soolin at a bit of a loose end. Cally was also being played by someone new to RPGs and was a bit of a spectator for the first part of the game. So I was really pleased with the way I "balanced" everyone's contributions by the end of the game. I'm running the scenario at other conventions, including Expo, so can't give the any details. But - as I say - it went well.

The organisers give Referees a pack containing labels for players to write names on, a "players wanted" sign (if needed) etc. They also bring you a bottle of water and a choice of chocolate bar and fruit. They also have industrial levels of cake on offer including a wonderful no added sugar raspberry cheesecake which tasted great and didn't challenge my type 2 diabetes.

The only two choices during the 2 hour lunch break were a fencing lesson or a session explaining how the "RPG saved Star Wars". Neither appealed. So met up with Chris Dean - author of "I love the Corps". We found a quiet bar and put the world rights for an hour or so.  Then a bit more networking with various people I know. Conpulsion has a really nice atmosphere and my three concerns were soon forgotten.

My afternoon game was my King Kong/Anime mashup using my Anime Rules. The ones that didn't fund on Kickstarter.  6 players signed up. 5 found the table. They made the ships engineer, the ships cook and a bodyguard. All support types. There was a (rubbish) photographer who gave me a reason to send them to the island. There was also a secretive psychic  monk type who gave me a conspiracy to fund the expedition. (I later found out that it was the psychic monk's first RPG. What a character to make for your first game!)

Again I can't talk too much about this scenario as I'm running it at upcoming conventions. Lets just day the characters took a lot of damage but also dealt quite a bit out. Brutal. But fun.

Then another two hour break. I checked my "pick up" game, offered on the day. It had three players and was definitely going to run. Then I went to find tea. Initially I ate alone in the bar but then I made my way to the lounge where my evening game was to run and had a couple of nice chats with people.

My players turned up. Only three but we had a great game of "The Great Martian Tripod Race". This scenario always delivers. In this case it was the character feeling shame over possibly committing indirect genocide, only to be told "you're British, it's what we do." The climax was great with all the competing tripods being taken out and humans and Martians all rushing en masse to drag their fallen machines over the line. Great fun!

I then had several minutes of players telling me how my game was so much better than Fate. Did my ego good, I can tell you.

When I arrived the following morning, I found that my game only had one player. This didn't surprise me because it's the same old Dr Who (without the Doctor) scenario I've been running at conventions for year upon year now. It's the third year running I've offered it at Conpulsion, so it it wouldn't have surprised me if it didn't garner players. But we got a second signup before the game. And then, when I went to the table, I got two passersby looking for a game and just dropping in. There was usual eclectic collection of characters from across Time and Space. The caveman who discovered fire, a warrior priestess who used songs to access the spirit world (or something - her player know who he was running even if the rest of us weren't sure), and ancient Chinese warlord/DemiGod and an AI android from the future. It was the usual romp - with the high point being the J'Dhun (Space Rhino police) getting into a jurisdictional dispute with the Elephun (Space Elephant FBI - apparently). The climax was unusually bloody with the AI and caveman actually being nuked.

Then (finally) I was on a panel about "Writing RPGs for fun and profit" with the usual suspects. I really enjoy being on convention panels but ConPulsion is the only one where I can do this. I really missed being on a panel on Saturday.

Because my flight back to Birmingham was at 7pm, I couldn't risk offering a game in the afternoon (3pm to 6pm) session. So I signed up to Martin Pickett's "One of our airships is missing" game - using my Code of Steam and Steel steampunk rules. Martin designs and runs great games set on "The Victorian Colony of Mars". "The Great Martian Tripod Race", which I'd run Saturday night, is one of his. This game is the third scenario of his I'd played. We agreed that I could dib out after two hours to go and grab my plane.

We played a sky police squad whose airship was sent to find the missing mayoress of Victoriana. I played the ship's gunner.

I love Martin's games. On the surface they are very straightforward, but that just gives framework for players to chew up the scenery and explore myriad ways of solving the problems they face. His pregenerated characters carry the most wonderful Steampunk devices (my gunner had an "Ether Compass"). And I find his quintessentially English GMing subtly amazing. Everything seems so calm and reasonable at first then slowly descends into frenzy.

I'm afraid I was a bit of a nightmare. Knowing I'd have to leave early, I had an excuse not to play the Sergeant in charge of the squad. I find playing the "leader" of any RPG party to be a poisoned chalice. RPG characters are eclectic individuals. Trying to "lead" them is worse than herding cats. Unlike the other players I was familiar with and comfortable with the rules, the setting and the referee. I knew my character needed to disappear before the end of the adventure. So I dialled up the gung ho factor, running headlong into danger, facing down to enemy when the Sergeant - more sensibly - dived for cover. And, as so often happens in these cases, suddenly my character developed a charmed life. Fortune favours the bold, it seems.

During the game, the airline sent me a text to say my plane was delayed - again! But THIS time it meant I could stay for the end of the scenario. Win!

In the run up to Conpulsion, I felt concerned due to intermittent communication, last minutes changes to the organisation, some of the friends I was expecting not coming and the massive delays on the plane. But, once I arrived, the marvellous wonderful people there - organisers, players, fellow referees and fellow game designers - just make it a magical experience. It has the NICEST atmosphere. Well worth a visit.

Saturday, 1 April 2017

Kickstarter unfunded

So I guess I need to say it. My Kickstarter to buy art for my Anime game didn't fund. It's been a learning experience.

I've just put the finishing touches to an Art-lite PDF of the rules which I'm going to send out to any backers who express an interest. What I do with the game beyond that, I still need to decide.