Seven Hills is one of the (many) conventions that takes place at the Garrison Hotel in Sheffield. It runs on Saturday and Sunday, with three game slots on Saturday and two on Sunday. All games are advertised and allocated specific slots and gaming tables prior to the event. Everyone gets to "presign" for one game prior to the event. Referees get an additional presign for each game they offer. So it encourages you to offer to run exactly to two games. Given that it's a convention blessed with a large number of high quality referees, it works very well.
Unlike its Uncle Convention - Furnace - Seven Hills has a theme each year. This year the theme was "urban legends". There's no-one holding a gun to your head to ensure your game matches the theme but it's a matter of honour to try to do so.
For convoluted reasons - and totally against the zeitgeist - I've recently been running some Blakes Seven games. Since the scenario invokes the discovery of an "ancient Martian Artefact" then it was pretty easy to tack the "urban legend" theme onto that.
For my second game, though, I tried to cleave closer to things and had this idea of running an "Elvis is still alive" game - based on the film "Bubba Ho Tep". This was great in theory but, as the convention got closer, I began to struggle with it. My original idea was to use the multi-genre rules I'm developing - "Manifold" - to run the game. However, it turned out that those rules are just a bit too complete for such a throwaway game idea. I would have had to think carefully about downgrading the character's physical stats and balancing that with higher levels and bonus points. I could've produced pregens but I wanted players to make their own characters at the table. It would have been too complex.
I couldn't find an appropriate alternative set of rules commercially available. (I welcome recommendations. I guess I'll get lots of Fate aficionados recommending it.) Anyway, at the last minute, I did a "hack" of my lightweight "Code" system which looked like it would do the job.
The convention was at the end of the Easter holiday, so I was able to travel up early on Friday. I checked in and found that I, like some others, had been accidentally booked into two rooms. I was only charged for one but felt guilty. I know that some people who come to Seven Hills can't get a room because the Garrison books out so quickly. It looks like rooms would have been available at the last minute if people had asked.
Friday night was ace. I met and chatted to a couple of people as usual. There was an "event" on - as ever - but this was just a birthday party. They had a live band but they were talented and very restrained on volume. Much quieter than the usual Friday night disco. Even better, Julian offered to run a game of "Dungeon Crawl Classics". A slot zero game! My first one ever! I've always preferred it when a convention is a weekend convention with things happening on a Friday rather than a two day one, just on the Saturday and Sunday. Arriving a bit earlier really seems to help.
The game was lovely. DCC is an OSR D&D game, apparently created as a response to 4th Ed D&D. Straightforward rules but a MASSIVE rulebook which mainly seems to be descriptions of the many and varied possible outcomes of spells cast using a "mercurial" magic system. I approve of wild magic.
The game was set in Lankmar and had no clerics. But it did have a "bennie" system called "Fleeting Fate". These can be used for many things, including recovery. They are freely given out but need to be freely spent. If you hoard them, you can lose them as they all disappear if anyone rolls a "1". Again I approve.
The scenario was super simple. Our various rogues started off in chains and had to fight our way out of the dungeon of the evil sorcerer. But the table was all old time players delightfully eating up the scenery supported by a light touch GM. Who knew you could have so much fun finding a wheelbarrow in a dungeon? The evening just flew by. Slot zero. I approve.
I couldn't find the time for breakfast anywhere in my room or on the telly. So I turned up at what seemed a reasonable time - 7:30 - only to find that it started at 8:00. That gave me time to nip over to Morrisons for supplies and still be first into breakfast.
I was very grateful to Keary for popping over to chat with me. He updated me on Continuum 2018. We debated the sign-up system they use there and I came to realise the particular issues they face. It's actually a pretty big convention. If the organisers want to maintain some control but allow free sign ups, the sheer number of signup sheets they have to pin up between games is massive and takes time. Mmmm I need to think about that one.
Saturday morning was my "Famous Dead People in a nursing home" game. I was worried it wouldn't run. There have been times in the past I've offered games at Seven Hills and garnered no players. The games on offer are all EXCELLENT and you're competing with the very very best referees. And I only had one presign. As it turned out I had a full table of 6 players - all but one of whom have played in my games before. It's lovely when people show such appreciation.
The youngest player had difficulty thinking of an appropriate famous dead person to play, so she played my pregen version of Hitler. (Original brain, clone body.) The other players made David Bowie (had to happen, I suppose), Jimi Hendrix, Marilyn Monroe (both of whom I'd considered doing as pregens in the run up to the convention) and Che Guevara. Not one I'd thought of but very feasible.
The last player made Ray Dolby - the guy who invented everything to do with Acoustic Technology, apparently. Wow! Talk about a left field choice!
The game went well. When their remote, secret, secure nursing home was attacked, the OAPs fought back with relentless efficiency. Hendrix, boosted by Dolby's tech, shattered the giant walking robot tank with a single massive chord - derailing the first attack. Monroe and Hitler made the worlds most effective "good cop, bad cop" team and Hitler even converted one of the baddies to his cause.
Then they were able to ambush the mercenary team sent to take them out. These were actually "The Expendables" from the first film. But, what with Che Guevarra's ambush allowing the team to take out Stallone and Statham before they could get a shot off, they were also dispatched in short order. And Dolph Lundgren was definitely swinging towards Hitler's viewpoint.
In fact more damage was done to the PCs inadvertently by Marilyn Monroe than all of the Expendables put together. Someone gave her a rifle - because she'd fired one in "The Misfits" (and still had the original outfit to put on). She nearly killed Bowie and Hendrix.
Anyway it turned out the bad guys were hired by a spider like race of lizards from Mars who wanted their exiled prince to return, and Bowie was more than happy to go.
It was a fun game with great players and great characters. Being hypercritical, for me it lacked a certain something on my part and there are two things I'd do differently (better) next time. Up the NPC personalities to match the PCs and add in one extra plot twist.
After lunch I played in Declan's Timewatch game. The table was nearly all really really good convention Referees who'd all prebooked the game - so that tells you how highly rated it was. Time agents sent back to unravel an anomaly which, it turned out, involved hyper evolved cockroaches, the melting metal terminator and an impeached Donald Trump. Unfortunately we were required to save Donald Trump - though we did manage to kill off Tony Blair. Declan is a good Referee. The players were all excellent. Declan's scenario was ace and the setting is great, with lots of popping back and forth in time to set up things in advance so they're ready just when you need them etc. But the system didn't pop for me. I felt the "bennies" (called "stitches" - nice touch) gave quite limited benefits and I spotted a flaw in the system. I had a bow wielding Amazon who spent "shooting" points to aid her missile rolls. Julian had a gladiator who spend "scuffling" points to aid hand to hand combat. After a while, my character had more scuffling left than his and vice versa. At the end we would have been better off swapping weapons. Odd. Great setting, system issues.
Great game though.
After tea, I popped, to reception. When I logged onto the hotel wireless it told me I was a loyal customer and I could pick up a free drink voucher from reception. Nice little bonus.
The evening game was a "Mindjammer" game run by Dr Mitch. This is a transhuman setting powered by the Fate system. Four great pregens - a sentient starship, a vat-grown supersoldier, an engineer with cybernetic enhancements and a Xeno-linguist who was suspiciously pure human. Too pure to be natural.
We were dispatched to find out why hive mind humans were having issues with sentient energy clouds. That's an oversimplification of course. It was my first Dr Mitch game and he came across as one of those gentle, softly spoken referees who quietly stir the pot and up the ante until you somehow find yourself in a frenzied fight for survival. Of course there was more to it than that. Moral decisions, inter-party friction and switching allegiances. All great stuff. Didn't convert me to Fate though. I still find the system comes between me and the Roleplaying somehow.
In the after game chat, Dr Mitch let me know how much he enjoys my food reviews in these diary entries and I realised I hadn't included any for this convention yet.
Ok I'll whisper it. (The food at the Garrison is still fine, the service is good and supports the convention well. But the quality isn't as brilliant as it used to be.) I ate in my room all day, food I bought from Morrisons in the morning. Far more than I could manage to eat and costing less than a single course of the bar food at the hotel. Sorry.
The bar staff are friendly and efficient and the bar carries a wide range of craft ales which go down very well. I hope that fills the bill, Mitch.
I have had a super two days. Seven Hills remains supremely well organised, with a wide range of superior games on offer and a really friendly and inclusive atmosphere.
An introduction to the Worlds of Tabletop Role-Playing Games November 2016 to December 2025
Saturday, 22 April 2017
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/#/
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/#/
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/#/
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
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/#/
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.
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.
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