An Advent Kind of Blue

This time of year it’s all go! Sunday evening it’s our church carol service and I’m just settling down to do some video editing and talk crafting with Miles Davis’ ‘Kind of Blue’ smoothly spinning from the record player. Seems the right vinyl of choice having sneaked in a chapter or two over breakfast of Andrew Cartmel’s second Vinyl Detective book, The Run Out Groove. Hopefully it will keep me mellow whilst I try and work out why my video editing software on my Chromebook which uses the new Linux app facility, doesn’t have any sound in previews despite the fact that rendered videos do – not so helpful for getting the edit just right.

Tonight, it looks like we’ll get to squeeze in a fourth session of Mutant Year Zero (if you include character generation). Probably shouldn’t – don’t really have the time and am fighting a cold which needs to be gone ahead of the relay of talks and services in the week ahead – but really want to keep some sort of momentum, having stumbled a bit recently. Which reminds me, I must try and write up some reflections soon on the previous session which took the PCs out into the Zone for the first time.

Boy that trumpet sounds good…


Exciting Mutant Year Zero news!

As you will have gathered from my previous posts, I’m a fan of Free League (Fria Ligan’s) Mutant Year Zero tabletop rpg. It will come as no surprise then to gather that I’m excited by their Twitter post today – I’ll be backing as soon as it drops!

Mutant Year Zero Campaign – Part 2: Life in The Ark

In the previous post I reflected from a GM’s perspective on the joy of character creation in Mutant Year Zero (MY0) and how through this quick process not only do you quickly develop flavoursome characters, each with their own genre defined niche and relationships between them, but also a description of the place they live, The Ark, and a host of characters to be found there and a sense of some of these wider relationships. All good so far. But how does this play out once the dice start hitting the table in anger. I pleased to report once again on the whole it does so brilliantly!

Coming from a Pendragon background (now being distributed by Chaosium) I was pleased to see that the game utilises a regular cycle for a game session, a bit like Pendragon’s once scenario per game session/year finishing with a Winter Phase. In MY0, each session begins with an Assembly. This is where the players get to do some meta-gaming and decide what projects the inhabitants of the Ark are going to be involved in to develop the Ark, with each player nominating a new project should they wish to. For us this was partially done in character and partially in a more out of character strategic way. As the game is played out, characters can contribute to these tasks, which over time improve the development stats of The Ark, which brings in game bonuses. In our first session, the players decided to develop some Cropland (food being an urgent need!), construct a Museum (to develop Culture & Technology) and fashion a Statue (increase Culture).

After the Assembly, the GM draws a threat card. These cards describe a threat to the life of The Ark in a general way, with more detail being given for the GM in the rule book. The draw can be on the table in full view, or can be done by the GM in secret. I’m tempted in the future to do it at the time and in full view so that the players can play more of a part in generating the narrative as to what the threat actually looks like, with the group creative process being something I really relish and enjoy as a GM, but for this first session, I drew the card beforehand so that I wouldn’t need to be worrying about the mechanics and working out the ‘plot’ on the hoof. The card I drew was ‘Threat: Missing Person’, with some suggestions as to who they might be and the impact and implications for the members of The Ark.

So who has gone missing? With part of the impetus to MY0 being the Elder becoming frail and unable to care for and guide The Ark as he has done in the past, so that the occupants have to decide how to survive for themselves as their ‘comfortable’ life begins to crumble, I decided to force the issue. The Assembly ended abruptly with the a Chronicler bursting in an announcing that the Elder had gone missing.

And so with the draw of one card, the projects chosen by the players and the web or relationships and tensions generated by character creation, there was plenty to play with and for! Quickly different agendas emerged. Rebeth the Enforcer PC and his slave Dink went off to claim some land on the outskirts of the Ark to start preparing it for planting. Our Gearhead ‘K’ helped out by putting together a plough for them to help speed things up. This of course wasn’t as straight-forward as they hoped, with tension arising between them and Jonat’s, Johammed’s Enforcer (head of the Olders) which ended in a brawl. Despite Rebeth being taken out by Jonat’s parasitic mutation, they managed to roll six points worth of successes towards the goal of twelve points needed to complete the Cropland project, a good solid start.

As well as fashioning the plough, ‘K’ took it upon himself to investigate the Elder’s disappearance, gradually piecing together which of the Chroniclers had been caring for him, had seen him and when.

Toad, our party’s Fixer, decided that the chaos caused by the disappearance of the Elder gave him the perfect chance to wrangle some deals and take advantage of folks being distracted. He persuaded Sixter the Fixer to aid him in creating the Statue within which they could have a secret compartment in which they could hide away their own stashes of goods to keep them safe, got Milex the Fixer on board with the concept of the Museum, and sought an audience with both Marlotte (Boss of the Youngers) and Johammed (Boss of the Olders) to support him in building a Statue of them. It is unclear how he was going to pull off double-crossing them in this way, but with the Elder going missing, he switched, with their approval, to the Statue being dedicated to The Elder so that found or not, he would constantly be standing over them, reminding the people of The Ark of his protection and compassion. Through this, one success was achieved out of the four required for the Statue.

All of this took place amidst the heightened tension in The Ark. Marlotte failed to get her people organised in responding to the Elder’s vanishing, Johammed, however, managed to organise a number of search parties. And it was one of these searching along the riverbank next to The Ark, that noticed the snag of white cloth on the Elder’s window, white like the long coat he always wore. The session ended with one search party planning to cross the river at that point in a boat, to see if he had been snatched and stolen across the Thames.

The session cycle ends with the players awarding themselves XP through the answering of questions regarding the activity of their characters such as did they perform a day’s work towards a project in The Ark and did they sacrifice or risk something for their PC buddy. This is a neat way of reinforcing the relationships and projects etc. that are used to create and drive the feel and genre within the game, meaning that decisions taken count mechanically as well as narratively.

And so the background drawn up in character generation, the projects opted for within the Assembly, and the random Threat card quickly and easily created plenty of plot potential and tension for the players and GM in a session that was just under four hours long. This is something as a GM who is never ready and enjoys winging it, I really appreciated. It was easy to come up with colour and detail on the fly with the setting and characters providing plenty of inspiration and details (such as a list of NPCs) to work with. This is not to say that I didn’t have concerns that emerged during gameplay, I did. Firstly, the different personalities, niches and objectives of the players and their characters quickly split the party. I don’t think it detracted from the fun and it did enable us to develop a broader sense of the setting and relationships than if they’d focused on a single area and worked together, but it is one to be aware of going forward and monitor. The other concern grew out of the realisation in play that each skill is very specific in order to feed into and develop the post-apocalyptic nature of the setting and so might not necessarily be what you’d assume the title suggests. Also the Stunts they award, bonuses won by achieving more than one success in a roll, are again very specific, and so we were regularly opening up the rules to check them out, which did hold up the flow a little. I hope these will gradually lodge themselves in our minds over play so it’s less of an issue. (I’ll describe dice rolls with more detail another time, but these too help drive the narrative beyond just dictating whether you are successful or not.)

All in all, it was a highly enjoyable first gameplay session, successfully giving a greater sense of what life in The Ark is like and who the personalities there are. It also opened up all sorts of potential avenues for the characters to explore and exploit going forward, and the big question: where is the Elder and what will they do without him if he is not found?

Oh, and I almost forgot, the final act of the session is to roll 1d6 to see by how many The Ark’s population dropped during the game in addition to any in game losses. By the end of the first evening, the population had dropped from 200 to 199. Not a great change, but enough to warn the players that this is a fragile situation…

Mutant Year Zero Campaign – Part 1: Reflections on Character Generation

As noted in my last blog post, I’ve recently started a Mutant Year Zero (MY0) campaign with my regular gaming group. This is something I’ve wanted to do for sometime having backed the game when it was kickstarted (I’ve backed everything else by Free League since, so impressed was I by the product and their campaign).

As a GM I have a preference for rules-lite narrative systems with scope for lots of player input. I’m also terrible at getting everything prepared before a session, something I’ve come to embrace rather than get frustrated by, realising part of the reason for my lack of preparation is that I enjoy the creative tension and revelation of a world and story emerge through play and laying my ideas with those of the players and the rules and seeing what happens. Part of the reason for backing MY0 was the suspicion that it would not just tolerate my preferences, but would actively support them. But does it live up to these expectations? So far, superbly!

Our opening session was character generation. I brought to the table playbooks for each of the Mutant roles, a couple of sides of A4 with the options laid out so the players could select a role, tick which options they wanted including role-specific talents, draw random mutation cards and distribute a few points amongst their stats. Nothing terribly novel here, all simple and quick, although I love the roles which are very genre specific, each with their own clear niche (Enforcer, Gearhead, Stalker, Fixer, Dog Handler, Chronicler, Boss & Slave). What made it shine for me, however, was the way it hardwires relationships and setting generation right into the character sheet. Each player describes their relationship to the others. You can do this through your own descriptions, but the book also lists options for each character type which are full of flavour, creating friendships and tension. For example, the Stalker role (a scout-type character) has:

  • [PC name] walked with you in the Zone and lived.
  • [PC name] is a pompous idiot. If he gets in your way, he’s going down.
  • [PC name] might actually understand you. Do you dare to open up?
  • [PC name] is a danger to everyone. Keep your distance.

Straight off there’s plenty of colour as the PCs are connected to each other. In keeping with the post-apocalyptic genre, this creates a disfunctional band of characters thrown together with their own agendas, with the desire to survive maybe being the main thing that binds them.

But it doesn’t stop there. Once you’ve described the PC-PC relationships, you then define your relationships with NPCs. The rules provide options here, with each player selecting an NPC they hate and an NPC they need to protect, for example, again from the Stalker:

You hate:

  • The Stalker Yassan, because he went deeper into the Zone than you.
  • The Enforcer Jonats, who killed your only friend.
  • The Chronicler Astrina, who won’t leave you alone.

You need to protect:

  • The Gearhead Pontiak. A pain in the neck, but without you he’s dead.
  • The Slave Eriel. No one deserves a life in chains. Especially not her.
  • No one. If they can’t protect themselves they deserve to die.

By the time the players have all done this, they will have created for you not only a cast of NPCs but also defined their relationships with them, again full of tension and concern, with each statement raising all sorts of stories and questions to be explored.

The fun continues. Having generated our motley band of characters, character generation continues with the group generating The Ark, the place they live in this violent rot-infested world. Using the maps that come with the game, we decided to base our campaign in London, and the players opted to live in the decayed palace of Westminster, influenced no doubt by a real-life connection. Using this insider knowledge, we drew a rough map. Within minutes we knew where the fading Elder lives, hidden away under the care of the Chroniclers. We had two main living areas for the Olders and the Youngers (inspired by the Lords and the Commons). One faction, the Olders, sees survival coming through holding onto the values of The Elder and staying in the Ark, the other, The Youngers, can only see there being any hope if they head on out to explore the Zone, if only to bring back resources to The Ark. Put this with the web of relationships made earlier and there is plenty for the GM to riff off which the players have already bought into. Stats are also assigned to The Ark, which the PCs can develop in projects they take on in play, a nice little metagame which adds further to plot generation. From this it was quickly clear that food will be an immediate driver – they haven’t got any!

All in all, in under an hour we went as players and GM from having nothing to having five well defined characters, a web of relationships, and an Ark full of intrigue and decay. So far, all I could have hoped for!

To finish, I asked an extra pair of questions of the players (inspired from our experience with Microscope in the past).

  1. Tell me one thing about the Ark
  2. Share a rumour you’ve heard about The Zone (the world outside the Ark)

Maybe I’ll post some of their answers another time, but these too were rich in potential. We’re going to have fun!

Back to the Blog – Catching Up

Just realised that I haven’t posted here at all this year! Useless. Must get back to it.

Much of my posting this year has been on our church website: This has been significantly redeveloped over the year and now features much of my faith based online writing. It seems pointless to copy it here – hence some of the silence.

I’ve also been beavering away on the DMin. This consumed much of the period between Easter and the summer holidays as I carried out the practical research – preaching a series of nine sermons back to back prepared with Anna Carter Florence’s approach to preaching – accompanied by a questionnaires, interviews and focus groups. I’m now diving into the long process of transcribing everything and writing it up. Whilst transcribing the interviews reveals all sorts of fascinating thoughts and trends, it is also a slow boring process!

Gaming-wise, the highlights this year so far have been:

  1. Glorantha. My regular group have been playing a Runequest/Heroquest hybrid game set in Glorantha. We’ve come back to this a few times over the last few years, and it’s been a real blast! Gundrig Gorpslayer, the Mostali, has become a river-voice and dreams of collapsing tunnels on trolls. Quite a contrast to the online forum based RQ game I’m in where Grundar the Praxian Rhino Rider trades with trolls and worships Argan Argar as well as Orlanth and the Raven Spirit.
  2. Running Pendragon at Continuum. Recent years I’ve run a variety of games, but this year, other than a Torchwood Heroquest game, I majored on Pendragon, finally finishing off a Fen-based campaign which I have run over all my Continuum visits (although only really I have known the games have been connected) leading up to the defeat of Hereward the Wake by Arthur’s men. The final game saw him finally defeated, slain by the PCs in a confrontation that saw their heroic deaths too. A totally majestic and fitting climax. A wonderful experience and my first TPK. Having been out of Pendragon for a little while, this really ignited my passion for it again.
  3. Running Mutant Year Zero. For a long time I’ve had a hankering to run a proper campaign again for my regular group after finishing the Great Pendragon Campaign with my more sporadic group, for now any way. I backed MY0 in the Kickstarter and was hooked immediately, subsequently backing all their other games. This is the first chance I’ve had, however, to get a game going. We’ve had three sessions so far, character/Ark generation and two sessions of actual play, the first Ark based, the second in the Zone. It has proved to be worthy of the expectation, and I’m absolutely loving it. I’ll blog some ‘actual play’ notes soon.

But I can’t finish this blog without a tribute to Greg Stafford, the man behind both Glorantha and Pendragon. Here’s what I’ve written elsewhere:

The King has set sail over the lake to Avalon.

I got to know Greg through Pendragon. I’d just got back into gaming after a break of too many years, and discovering Pendragon, lapped it up. Greg emailed the Yahoo Pendragon group saying he was looking for someone to help him put together a website. No one else offered and so I found myself tentatively saying I knew a little bit of html and could give it ago if no one else came forward. And so it was that I found myself working with my gaming hero for many years on his original website and then along with the original Round Table forum before it moved across to its current home with Nocturnal. Through this, I also got to work on a few projects with him, which was a privilege, wonderful watching this creative genius at work. Greg also supported a group of us who set out to run Pendragon scenarios at Continuum and a few other cons, ‘The Pendragon Eschille’, and regularly dropped in for a Skype chat, battling mightily with the many tech issues we encountered on the way. It was great getting to know him – he was always generous, patient and passionate.

Although good ‘virtual friends’ we only met once, at the last Continuum he came over for. He had long promised to run a game for me if our paths crossed, and so I seized the opportunity. A group of us rolled up characters. Mine was Sir Dafyd. We rode out on a quest from the GPC. The quest opened with a quick encounter. Dice were rolled. Possibly the first were by Greg against Sir Dafyd. In full view, as is traditional in Pendragon. Rolled up, dismounted, unconscious, out of the game, all within five minutes. Still, I got the pleasure of watching the rest of the game unfold, the only standard game I’ve ever played in rather than run. A treasured memory, along with my copies of KAP & the GPC, which he signed afterwards.

Thanks Greg, proud to have been one of your household knights!



Review: King of Sartar: Revised and Annotated Edition 4/5 stars

King of Sartar: Revised and Annotated Edition
King of Sartar: Revised and Annotated Edition by Greg Stafford
My rating: 4 of 5 stars

I picked up a hardback copy at Dragonmeet 2016, naturally getting Jeff to sign it (hopefully one day I’ll get to add Greg’s autograph too!) having recently fallen in love with Glorantha through both reading around the setting and the fantastic games run there by our GM. For those that don’t know Glorantha it is a mythical world created by Greg Stafford and the setting for a number of roleplaying games over the years.

King of Sartar is a fascinating experiment. It isn’t a novel, rather it is a collection of writings from Glorantha – I say from rather than about, as the writings are presented as source materials about the place by its own people, a bit like the source materials that historians in the ‘real world’ might sift through. There are inconsistencies, gaps, and questions left unanswered. In places its deliberately dry, in others it sparkles. As a piece of creative writing, it’s a remarkable work. As a book to simply read through for fun, it hits a different spot than a standard work of literature, its more of an experience than a story. It’s full of the myths and histories of the peoples of Glorantha from creation to the ‘present day’. Unlike many fantasy works, the conflicts aren’t presented as black and white, good and evil, instead we hear from the viewpoints of different factions, making a much more nuanced and satisfying picture, although of course the tendency is still to regard the Lunars as the enemy with the general bias towards the Orlanthi people.

Personally I thoroughly enjoyed reading it, and will certainly return to it for the background it gives to this imaginary world. Hopefully, it will also inform future gaming there too.

View all my reviews

Anyone Fancy a Game?

On Sunday night Paul thrust a newspaper cutting into my hand saying he thought it might interest me. In the centre was a photo of a set of bookshelves filled with boardgames, staked from floor to ceiling. Yes, this did interest me! The article was about Draughts Café, one of a number of new cafés recently opened in the country that offer alongside coffee and cake, the opportunity to try out a huge range of games (they for example have over 600). There has been, according to the industry, an increase in the sales of boardgames over the last year, with the suggestion that 20 somethings are turning to them alongside computer games. Apparently, according to the article, these boardgame cafés are not only a great place to try out a new game, but also a great place to go on a date – if you enjoy the same games and can get on even if you lose, then chances are you’re well matched…

As a child I was brought up playing boardgames, it was a regular weekend family activity. At Christmas most years, we got a new game, The London Game, Articulate, Trivial Pursuit and so on. Over University years I didn’t play so often, other than the occasional game of RISK which usually ended for me very quickly in a blaze of glory that was rapidly quelled by those around me. In recent years, however, I have rediscovered the bug, finding that in the meantime a great range of games have been developed on the Continent, offering much more fun and tactical challenge than Ludo and Monopoly. My shelves might not look quite as full as Draughts Café, but they’re getting there!

So what’s behind their recent resurge in popularity? Simple. It’s not just that they fun to play and it’s satisfying to win (not that I do so very often), but boardgaming is a very sociable hobby. In an age when so much of our time is spent in front of screens, or in our cars, or in our homes, boardgames bring us together around a table for an hour or so of face to face time. Priceless. In a fractured world, these are deliberate ways of building community and friendship.

Now, don’t get me wrong, my plan is not to convert the church to boardgaming, as much as I’d love that, but to get us thinking about what we can do to proactively build up our relationships and sense of community. This doesn’t happen on its own, we have to work at it. Only as we grow in our friendships will we learn to trust each other, open our lives to each other, be open to learn from each other and to challenge each other.

Anyone fancy a game?…

Church Newsletter article 22.06.16

Review: The King in Yellow

The King in Yellow
The King in Yellow by Robert W. Chambers
My rating: 4 of 5 stars

Having been introduced to the King in Yellow in a Call of Cthulhu roleplaying game scenario at the wonderful Continuum Con earlier this year I thought I should look up some of the source material behind this part of the Mythos and so when I saw the original book was available for free on the Kindle I downloaded it instantly.

It’s not quite what I expected. The book is a series of short stories, some related with shared characters and themes, others entirely independent. After the first few, most aren’t connected to the King in Yellow specifically (see here for an outline of the included stories and a little more information on the King in Yellow.) The rest are a strange collection of romance, adventure war and observation.

So what did I make of it? Some I adored. Some I’m not sure I got. Some felt clumsy whilst others really well scripted. In the end I’m left wondering whether to give it 1 star or 5 because whatever the quality of the writing, somehow the book has a haunting quality to it which has stayed with me since reading it, a mood, an mystery, something hinted at which is hard to pin down. The best horror in literature or on the screen is always that where little is revealed and detailed but much eluded to. While the King in Yellow didn’t describe what I hoped it might, it has spoken of lots more, just beyond the periphery of my vision, whispering on the edge of my consciousness…

View all my reviews