luckykaa: (d20)
I'm not really a fan of crunchy RPG systems so the following isn't really a proposal. Just some musing on realism.

Most Role Playing Games use dice for determining whether something is a success. The general principle is skill have numbers. If you want to do something, you pick a skill, roll an appropriate assortment of dice, and either add to skill and compare with a target, or compare with skill (usually roll under). It works, but for modelling realism it's a bit simplistic.

The main problem is that the mechanism is typically the same for all stats. It works for a game but if you think about it it's a little unrealistic. Lets look at some common skills:

The party reaches a door. It's blocked by a boulder. The hefty barbarian goers up to it, rolls a die, and fails. Another character, half his strength has a go, rolls really high, and succeeds. Narratively this makes no sense. Strength should really just be a raw parameter, like height and weight; the amount a character can lift. Multiple party members can combine strength.

They enter an archery contest. This is something that a highly skilled character should win, but, in the case of a severe fluke, an unskilled character might hit a bullseye and a skilled character might just miss. This can be modelled with a single die, although simple addition doesn't really model the probability curve very well.

Modelling this mathematically, we'd have a bell curves. A skilled archer would have a tall narrow curve. And unskilled person with a bow will have a low flat curve. A blindfolded idiot with no idea where the target even is will have a completely flat distribution. Of course the problem here is that to do this accurately we need to use something like the Box-Muller function which is not something we can do with dice.  Something that might work a little better is rolling multiple dice - a number depending on skill level, and taking the highest. The downside to this is that for smaller dice, e.g six sided dice, you'll roll a lot of high numbers which lacks granularity. Could roll multiple d20s perhaps but that feels rather clunky.

So the next challenge they face is knowledge. The Call of Cthulhu mechanic really works pretty well here. You have a knowledge stat - 0-100. Roll under it with percentage die to determine whether you know a specific piece of information. There will be some obscure trivia that people might know, and well known facts that might, for reasons have slipped the expert's mind.

The other one I want to look at is magic.  I always find magic is a little too mechanical. It should be unpredictable!

A skilled mage, throwing a fireball will be able to go for exactly the level they require, at a precise target. An amateur will have much less predictable results. Possibly much more powerful than expected, and possibly with a lot less range. Feather fall - get it wrong and you end up falling too fast, or falling upwards. Giant insect - if it works too well, then it gets messy. Too weak might result in giant insects that don't feel like obeying commands. The idea that comes to mind is that you have a target range for each spell, and you roll a die (perhaps the mage can select the type of die). The skill is the modifier that can be applied after the roll. This is one that I feel will need a lot of play-testing and balance. The other option is the FFG Star Wars mechanism where dice have symbols that indicate not only success and failure, but also "advantage" and "threat".- that is you can succeed but something nasty happens, or fail but something good happens

There are other traits that I have no idea about. How do we do perception? Ideally we don't want the players to know if they fail their perception roll. The mere act of asking for a perception indicates there's something to perceive. But hidden rolls are unsatisfying. Rolls should be based on active player choice, not passive events.

Then there's charisma based skills. How should that work? There has to be something more organic than "You succeed. The other character likes you".

So that's some random musing on making things far too realistic. Perhaps a good idea for a computer based system, where the machine does all the calculations, and things can be as crunchy as they need to be.

Ideally though it would be nice to rely more on "input randomness" than "output randomness". That is, the randomness comes before player choice. An example might be that you roll a die, and have that many action points. Some board games do things this way. This is the typical mechanic with card games. It might be applicable to TTRPG.

There are a whole bunch of other game mechanics that might apply. Bluff, risk, (liars dice combines both and a simple version can be used for conflict resolution).

So what's the conclusion? There isn't one. This is just some random thoughts about balancing realism and crunchiness of a role-playing game.
luckykaa: (d20)
I've been playing a couple of online RPGs. One on facebook messenger, another on Zoom

Messenger isn't great, but it's free. Doesn't allow a good view of the table though. Having everyone in a little window is not great.

Zoom is a bit better. At least it can put the person talking on the main window. It's not free though.

I wondered if maybe there was something that would put everyone in the same virtual room and feel a little more interactive. Turns out there are options. Many options.

For a basic table, there's Tabletop simulator. It seems that this allows the user to create a table, and put various counters and tokens on it. There's even a D&D set. Fantastic. Pricey though. £15 isn't a problem but that's something that every player has to be willing to pay.

There's Roll20 of course. Great for battlemaps! I'm not a huge fan of the top down view though and not really too fussed about the tactical strategy. Seems like a great option for people who are.

Something else that I'd like is to be able to see each other. I don't think Tabletop simulator has avatars.

Avatar chat systems do exist though. There's Mozilla Hubs. There's the ancient Second Life, the apparently popular VRChat. There's AltSpace, and a whole load more. I thought I'd give Altspace a go, because it allegedly had a D&D space. Doesn't seem to exist any more.The links go nowhere. Seems usable enough though, even if only for chat purposes, and doesn't need an expensive headset since it works on a standard screen.  A more D&D targeted app is RoleplayU. That seems to need a full VR rig though. These seem expensive.

Interactive apps aren't that easy to explore on my own. Anyone want to visit with me?
luckykaa: (d20)
"I seem to buy rpg books for the games I want to play rather than the games I want to run" - The lament of[personal profile] flickums .

The same goes for me.

Ideally we should swap. I'm perfectly happy to run an A Song Of Ice And Fire rpg. It has some interesting intrigue combat rules. And the My Little Pony game is probably fun to GM. I'm not sure whether I could run a decent Discworld GURPS game but I'm willing to give it a go. Fallout I'm less certain over.

This is me though. I'm happy with rules and can generally handle crunch.

From my side I have Part Time Gods, 7th Sea and Swashbucklers of the Seven Skies. No idea who would run those. The first one is Urban fantasy and that's really not a genre Flick enjoys. Maybe the others...

But a GM is not the only thing I lack. I need players. And Free Time!!

luckykaa: (d20)
[personal profile] flickums  wasn't able to make it to our D&D game this week, due to being seconded to Bath for work. This is two weeks in a row, and didn't want Joan (Flick's character) to miss out two sessions in a row so offered to run a one-shot.

So I spent time reading through the rules. Printed off the quickstart one-shot. Pored over the complex intrigue rules. Got everything ready.

Then a player cancelled last minute because of work.

Really don't want to run this game for just 2 players. Don't think this will work. And I'm actually rather keen on running a game that's fun after all. Don't know if I'll ever have a chance with a different group so I don't want to waste the opportunity.

Little bit miffed about that.

I mean it's not their fault. It's not anyone's fault. People have work commitments. And people have shown an interest generally. Will probably end up running this. Just a little disappointed that I invested my time in this and haven't had a game to show for it.

luckykaa: (d20)
Have wrapped up one of two parallel threads I was running in Spirit Of The Century, and I think the other is no more.

I don't think it went as well as I hoped. Lots of problems.

I should have been a little more strict about aspects. Players didn't really add a lot that can be compelled. Feel I lost a lot of potential fun there. Also I should have encouraged players to have a bunch of characters that complemented each other a little better. A two fisted detective is a great pulp archetype. So is a mysterious spy. So is a thrill seeking aviatrix. But coming up with a plot where all three of them are relevant.

I think the players start off a little too powerful. They can achieve pretty much anything without too much difficulty.I wanted to start off with something pretty low key to experiment with the rules, but I wanted to add some challenge, and I don't think I really did.

I couldn't quite get the hang of combat either. It should have involved all sorts of exciting manoeuvers and action, but I didn't really manage to do that. This meant fights ended up as just an attrition match, and that just isn't fun. And I had real trouble making it

A bigger concern is not what went wrong, but how I could have done things better. Other people have a good time with this game, and there were some moments that I thought went well but I have no idea how to do things differently. So yeah, on the whole I'm a bit disappointed.
luckykaa: (d20)
I keep buying RPG books. I have loads of vague ideas, no concrete plots and no time to run them.

I've been enjoying running Spirit Of The Century, but it's not quite going how I want it. I think the system has a few issues that aren't easy to fix after the fact. Also I need more of an idea of what my damn plot is. I'm sure I can come up with something awesome but right now I have a nasty mess held together with gaffer tape.

I found Part-Time Gods in a charity shop. Read through it. Kinda cool setting. Decent urban fantasy setting. Seems like a cross between Dead-like-me and Dresden files. The idea is that the PCs have recently received a Spark of Divinity. They are the gods of some dominion. They also want to hang onto their mortal life, and have various bonds to people, groups and places. So essentially this aspect works like a super hero secret identity.

Really fond of the idea of combining soap opera plots and interpersonal conflict with supernatural elements, and dealing with balancing their mortal and divine lives.

Saw Flash Gordon in Orc's Nest, and Flick seemed keen, so I bought it for her. Then stole it from her. This potentially is a lot of fun, with rayguns and space ships and stuff. Not really read this fully. It's a Savage Words based game (not that that I think system matters too much, to be honest). This does require core Savage Worlds which I just bought and have started reading. There's a new version coming out soon.

My thought with savage worlds was that it might be suitable for a tabletop version of Winter In The Willows.

Winter In The Willows was a LARP that I used to play. A furry, post apocalyptic, steampunk LARP. Now, a furry, post apocalyptic, steampunk RPG has something for everyone! And the LARP gave a good idea abut what the various species were actually like.

The setting is loosely based on Wind In The Willows, but with the brutality of nature. Animals need to eat. They need to keep warm. Main source of food is meat. Main source of warmth is furs. Other animals have both. Of course just killing each other would be uncivilised, and the various groups have their tribes, gangs, societies and whatnot who will take a dim view of others killing their respective group for their flesh and their skin. There's the constant threat of foxes, and probably a few birds of prey. The other factor is the dead civilisation - human society that ended around the beginning of the 20th century. There's a load of background here (that I can hopefully prise from the LARP organisers) and it's a pretty well developed setting. Also Burrows and Badgers has miniatures that would probably look suitable for the setting.

So there's the ideas.

I don't seem to have as many actual plots.

What is a good premise for an urban fantasy that gets added complications? Perhaps the complications are something that need to come later. What's a crisis that might unite a disparate group of animals to work together and solve it? What is the current aim in Flash Gordon that isn't going to defeat Ming (therefore ending the game)? I used to be so much better at this.

I'd be quite happy to play these as well, but I don;t think anyone will run them for me.  Such is life.

luckykaa: (d20)
The National Student Gaming and Role-playing Championships is an annual event hosted by student role playing societies. Much like The Eurovision song Contest, the winners each year host the following year.

This year it was in Glasgow. Kind of a trek, but we do have a car. This makes life a lot easier.

We also had a bomb. More on that later.

So we drove up there. Never had such an easy drive over this sort of distance. Not much traffic at all, until we arrived in Glasgow; where we arrived at the hotel, only to discover we'd picked the wrong Argyll Hotel. Ooops.

But we found the place, checked in and I picked up the bomb

The funniest event each year wins the "Big Comedy Bomb". This is a cartoon style bomb about 30cm in diameter. And it contains a chunk of concrete! I stupidly volunteered to carry it to the university union. It weighs a ton! Oddly though, nobody seemed to look twice at someone carrying a bomb around. I think this is the nature of a student city.

After I got rid of the bomb, [personal profile] flickums went to the GM meeting, and I went to to find people I know and chilled.

Saturday morning, things got off to a decent start, although inconveniently in a different building. This was the GUU, rather than the QMU. The people posting where to go on Facebook did not tell us what these acronyms stood for, and Google didn't understand them. Still, we started, and went in our various directions to games.

The game was a Buffyverse game with a completely new slayer and Scooby gang. We were in a band. It was fun, but I don't characters were all that well balanced. Our witch had much more obvious things to do to push the plot along than the nerdy drummer/tech guy or the lead singer. Still, we found things to do, and the plot was enjoyable enough.

Evening came and there was the world's worst pub quiz. They came up with a round called "well, actually" where they say something about nerd culture, with a mistake and we had to say what the mistake was. Kudos for the innovation. Not so great if there's ambiguity here. We are talking about role-players here. Even the non-rules lawyer-y ones will have encountered entities that will twist any ambiguity. Also they didn't have all the answers... The other problem was that it seemed to go on forever They seemed quite slow at getting to each round, and didn't really keep us engaged as a host should.

Sunday's game I was a little wary of. Apparently the GM had cocked up on the way and forgotten a lot of his notes. He ran a homebrew system that was a work in progress. And he had to finish early. And I really enjoyed it! I wouldn't say it wasn't a little rough around the edges, but it worked well, we all had our time in the spotlight. Also we got to come up with our own characters; which never happens in these events. Anyway, it was great fun, and the GM was lovely, which I'm pleased about because it was a friend of flickums.

There was a lot of hanging around to do after that. Flickums group seemed to be a little too into the Dungeons And Dragons campaign and missed the humour; which was a shame because the previous group had largely hijacked the plot, and ended up as disciples of "wheely-B" the wheelbarrow god! Or something... I wasn't there.

Closing ceremony went reasonably quickly. Fortunately this was moderately well organised. Started with a raffle. I'd bought 10 tickets, and won nothing. Flickums bought 2 and won some Star Wars fleeces; which was what I wanted to win in the first place. I am extremely unlucky in these things.

Still need to learn to chill a little more with these things. The times I really had a good time with rpgs is when I managed to relax. I'm really not all that good at that though. Always way too order obsessed. Games I played in were fun and I liked the people I played with. Well worth the drive!

luckykaa: (d20)
 After several years, I finally managed to get something resembling a Spirit of the Century campaign started.

Session 1 - I had a museum robbery as part one of a daring adventure.
Session 2 - One of the players couldn't make it. Found a free adventure that could be pressed into a prequel adventure.
Session 3 - Player still busy so I threw together a follow-up to session 2.

It's very much about learning the system for me. Session 1, I wanted to have a big rumble, but the fight seemed to be taking forever, and we were just exchanging punches; which is not much fun. Decided to wrap that up early, and offer a concession. But the PCs were pretty solidly in the lead here... Decided to let the players win. Let them interrogate the NPCs. Get the plot going. Later another player tried to seduce another NPC. Realised in hindsight that was a good opportunity for a "social conflict".

For session 2, I decided to reduce the amount of stress points to speed up combat. This seemed to work reasonably well. Also had a chance for social conflict when a certain player decided to seduce the big bad. What the hell! I rolled with it. Didn't really take enough advantage of manoeuvres or zones though. Was also in a bit of a rush at the end.

Session 3 involved a rather rushed game that I threw together the previous night. Plot hooks were a bit clumsy. On the plus side, we did have an unexpected drinking contest. Except both parties had too many stress points due to their general buffness. Still, it worked well using the conflict rules again. Added some manoeuvres, partly to make the combat interesting. Also forced some consequences. Conflict still took a bit long though. Had to wrap up more quickly than i wanted to and didn't resolve the plot as well as I wanted.

Turns out consequences are interesting. Even though the player won the contest, he had a drunk consequence (which went down to a hungover consequence the next day). Winning doesn't come free.

I really need to impress on players the importance of Manoeuvres. An uncontested roll gets a free +2 on the next roll, and makes the conflict more exciting.

My main criticism:

Spirit of the Century's variations on FATE Core break the system! Wish I'd realised this before. Turns out this predates the FATE Core. Looks like this is a problem that was addressed rather than a working system that was broken.

The stress track is too long.

This can be fixed by making the stress track shorter.

Players skills are too good. It doesn't give the players a lot of opportunity to tweak character stats later on. I'd rather have fewer skills at lower levels, and only 5 aspects with some sort of rapid progression. FATE Core has much weaker starting characters. The idea is these are heroic characters but this essentially makes them overpowered at start. It doesn't really work thematically either. Good pulp characters are not super-heroes. They're flawed and limited.

Fixing that would involve NERFing the player characters. Not really something I want to do.
luckykaa: (d20)
So, finally got round to statting up characters for the Spirit Of The Century game I've been meaning to run for the past 5 years...

We have:
  • A daring aviatrix, and wealthy socialite.
  • A two-fisted detective, with a spirit companion, and an arcane lightning device.
  • A mysterious spy, who has travelled the world.
Turns out the ex-lover of the aviatrix murdered the detective's mother. The spy was betrayed and we never found out by whom, but the detective was finding out why.

So that's pretty cool, and suitably pulpy.

Bit worried that my plot has already been hijacked before I even know what it is.
luckykaa: (d20)
Our D&D campaign has wound down, and a different player is running a Warhammer game. His game is less flexible regarding missing players. This happens every so often, usually with good notice. So suggestion is we run one-shots.

I like this idea. I want more GMing experience.

Anyone know of good one-shots?

Personally I'm quite keen on trying Time And Temp, mainly because I like the name. Wondering if I should be more creative and come up with my own though. I have been after a sky pirates game for a while after all.
luckykaa: (d20)
I like the Spike d6 system. Basically the way it works is roll a d6. GM rolls a d6. Stuff happens. Usually. Soemc haracters use cards instead.

This was [personal profile] flickums' Twisted Princess game. I was Alice. I was quite mad and wanted Disneyland back. I was assisted by Malificent, Frollo from Hunchback, and Dr. Facilier from The Princess and The Frog. Our usual GM was unable to make it so Flickums ran this as a one-shot.

Damn those princesses were mean!

Alice had the cool mechanic that she used cards rather than dice. Different cards had different effects. Mostly the face cards. It was probably a mistake for me to keep shuffling them but I'm a fidget and I like shuffling cards. I kept summoning hedgehog/flamingo croquet sets.

It was a fun game. Nice story. I heartily approve of any mechanics light/roleplay based game.

luckykaa: (d20)
I went to the Traders' hall at the Rolepaying event. One of the tables had a lot of roleplaying books. I was tempted by a Star Trek game, but it turned out it was the Player's Handbook. It has the rules to play but possibly not enough to run a game. You also need the narrators handbook.

That seems like quite an investment.

Too many games are aimed at people who already play RPGs. And these are hefty books. There's a lot to read before you can start having fun and actually playing the game.

They're not all that newbie friendly. Especially for a newbie GM.

You should be able to pick up a book, having never played an rpg before, get a group of friends together and just play. And some systems are good for this. Spirit of the Century came with example characters, lots of examples and a scenario. And mentioned how to play with ordinary dice. Cthuhlu is a little dense perhaps, but does come with everything you need in a single volume. Plus the rules are pretty simple anyway. With something like D&D; it requires a lot of work and effert to get started, and the rules can be pretty complex (although later editions have improved this). The target market is people who have played the previous games. I think nobody, except those few who bought the early boxed editions back in the 70's and early 80's, ever played without someone else introducing them to the game.

Something I was somewhat impressed with was Challenger RPG. It actually does give a lot of genuine advice for a newbie! I have certain issues with the dice mechanics (see earlier post - I'm not that keen on d20 systems) and it does seem a little heavy on jargon but I am quite pleased and it's well worth the £0.00 I spent on it. It even came in e-book flavour!

I quite like the idea of running a game but it frightens me. It should be fun and easy, not frightening and a chore! Too many games seem to forget this.
luckykaa: (d20)
In Tabletop RPGs skills are modelled using dice and a "skill" parameter. You state your intention to attempt a task. The Game Master (GM) asks you to roll. The mechanics of the system ensure that people who are good at a skill are more likely to succeed than those who are not.

Dungeons and dragons mostly relies on a roll of a 20 sided die. Some games use percentile dice, or sets of polyhedrals. But how do we acurately model skill?

Let's compare two archers

John Klutz (skill level: "incompetent") has barely a clue. He holds the bow incorrectly, takes a bad stance and tries pulling the arrow rather than drawing the string. The arrow will still go in a direction approximating forwards. But he'll rarely get a bullseye.

At the other end of the scale, we have the legendary archer (Robin Hood, or Katniss Everdeen). They never miss!

A fluke for John Klutz is hitting the centre ring. A calamity is hitting someone behind him.

For the legendary archer though, we expect that. Even a mere Olympic archer will hit yellow more often than not. A fluke result for a legend is Robin Hood hitting the arrow that's already in the target. A calamity is Katniss not hitting the centre when it mattered most.

Flukes and calamities are what makes things exciting. They add more than a simple pass/fail. Robin Hood doesn't just win! He passes into legend! Katniss needs to do something incredible to make up for the failure. These are million to one to one shots, and in fiction, according to Terry Pratchett, "million to one chances crop up nine times out of ten"! And they should, but in games, it should be nine games out of ten. Not nine attempts! We do want it to be possible for this to happen.

We can simply roll a die. A standard six sided die (d6 in gaming parlance). This makes the extremes come up a little too often. 1 in 6 attempts are flukes. 1 in 6 are calamities. That's far too frequent. You can make them less common with 20 sided dice (d20), or even percentile dice.

It lacks something though. All results are as likely as each other. In a skill based challenge they're not. In my archery example, the target has a yellow circle, a red circle, a blue one and a black one each of the same thickness. But because the diameter is larger, the area is larger. The red circle has 3 times the area of the yellow centre circle. John Klutz is more or less hitting random points on the target so he'll get 3 times as many reds as yellows. The expert is aiming for the centre, so should get substantially more yellows.

At this point, things get longer and more mathematical. )

My conclusion here: The roll and keep mechanic is probably the best, both for elegant modelling and for general nice results. The next best is probably roll a bunch of six sided dice and add the modifiers. Noit sure which oif these I go for in my homebrew game but they're certainly my favourites.
luckykaa: (d20)

After a weekend of roleplaying, my mind is buzzing with thoughts and ideas. This is a good thing. My imagination has felt stuck in a tarpit for far too long.

Two main thoughts:
1. An extremely newbie Friendly RPG.
2. Possibility of GMing at nationals.
3. Dice mechanics.

I'm reading a kindle book that may cover the first, so I'll start with the second.

[personal profile] flickums  has been urging me to run a game at next year's nationals. I am a little nervous about the idea. I probably shouldn't be. I have actually run games before. Flickums has only run games at the nationals, and she seems to have done okay. And I would feel less like of an imposter (not being a student) if I was actually a volunteer. And, hell, I have ideas!

I've wanted to run a Steampunk sky-pirates game for a while. I have absolutely no idea how to go about something like this as a one-shot. The problem with fantastical worlds is you need a lot of world building. We can assume people are familiar with certain tropes and settings due to cultural permeation. High Fantasy, Star Trek, certain historical setting and so on. Sky pirates doesn't really have anything obvious to hang it on. People like Steampunk, but it's not something that is all that well defined in the public conscious.

I have a few other ideas. Maybe a Redshirts game. Perhaps just adapt one of my failed (or successful) Nano attempts. Maybe a bank heist.

Something else I want to do - I really liked the "Become a God" goal in the first game I played. It was nice to have a clear goal. I also liked that we really had to encourage others to do stuff rather than do stuff ourselves. I did feel though, that there wasn't enough incentive to work together. Ideally I'd like to set things up such that they need to work together but make sure there's an incentive at the end to doublecross. Whether they do or not should be up to them.

I suspect anything I do will be a simple custom homebrew. Roll 3 dice. Add your stat. It requires no more explanation. Range of 3-18. Average of 10.5 (so 11+ is a success on a coin flip). But need to discuss this in a separate installment.

So there's some ideas, down on blog. It's all a bit chaotic. If anyone has advice or suggestions there's a comment box down there↓↓↓↓↓
luckykaa: (d20)
[livejournal.com profile] flickums suggested I run a Cal of Cthulu game. I am tempted. Was toying with the idea of a Scooby Doo setting.

"That's not Cthulu! That's just Mr. Crowley in a mask... Cthulu is standing over there"
...
"A Great Dane lies cowering on the floor. Clearly this dog has seen things."
...
"The dog appears to be able to understand you."
...
"The dog seems to be trying to speak!"
...
"You find yourself in a room. It seems to be a corridor connecting to a lot of other rooms"
"I go through the first door on the left."
"You come out of the third door on the right of a room much like the one you just left"
"I go back the way I came"
"You come out in what appears to be the same room, but a different door from the one you previously entered. Roll for SAN loss"

More seriously, I am pondering interesting locations for the 1920's. London is overdone. Brighton might work, and is a place I know. Berlin was interesting between the wars, although I'll need to look into this. Nazi occultists!! The late 20's might be a few years too early, but I imagine there's some fexibility here. Will have to research this.

Paris could be fun, and Brussels is another place I know. Chicago is another cool 1920's city. Not sure if the far east is a possibility, but I could look into it.
luckykaa: (Wolf)
Friday:

[livejournal.com profile] flickums came. We went to the pub and played cineplexity. Once again Flickums whuppedmy arse completely by knowing about films. Ordered nice beer, and tasty food. It's a bit of a hipster pub so the food is well presented but not as good as the solid hearty fare of the Metropolitan. Also trendy pubs have this weird thing where the pile the food up. We returned home and went for a spooky halowe'en weekend thing of watching Ghostwatch. Kind of an odd bit of TV history in that it seemed a little undecided about whether it was a hoax or a drama. It was quite clever in a lot of ways and while the acting was somewhat mixed, I can understand why some people were taking in. And as flickums pointed out it does predate things like Blair Witch.Much hilarity was had by repeated mention of a "Glory Hole".

Saturday:

Finally resolverd the Ikea Wardrobe saga. I will probably go into more details in a later post. However, managed to hire a van for 2 hours from Hertz 247. Marginally cheaper than a full day from Easirent, and they do cover fuel costs.Since I have no car this did involve the epic trip from one end of the tram network to the other, which takes a while. On the positive side, this did mean I could return the wrong wardrobe, and there was no quibble at all about a refund. Celebrated by eating meatballs, then took the epic tram journey home. Hertz Ikea Van rental is pretty good when it works but Hertz seems to have a slightly odd issue with believing I am who I say I am (They sorted it over the phone so no real issue). Everything beign automated does make things fairly efficient. Type in the code, check the damage report is correct, and then you're free to go. Wish they had reversing sensors though. Fortunately a chap with a flat cap saw us out.

Went up to Huddersfield to see Cat and Frodo. Train was a little packed but we got seats. And were really pleased to get out at Huddersfield since this is where all the football supporters got on. Was an offer to get a taxi back woth Frodo but that was a miscommunication somewhere along the lines about finishing times. Still, we had directions by taxi. Although the house was hard to find due to some rather odd numbering scheme. Still, we found the place. Cat and Frodo's daughter seemed to take a shine to me. Ordered Pizza, but they forgot Flickums's.  Frodo ran an RPG for us. RPG was based on Fallout. We all died horribly! It was a lot of fun though. Involved much running around and avoiding being killed by gribbly monsters.

Sunday:

After a busy Saturday we just wanted to spend lots of time sleeping. That was fun. Eventually dragged ourselves out of bed an into Didsbury village where we acquired cheese fro baking, and then went to see Dr. Strange. Kind of enjoyed it. It's decent Marvel fare. Bongledooch is good, as ever, and there's plenty of action. So we saw that, went to the arcade and played lots of games invloving shooting. Apparently pirates had machine guns. Who'd have thought?

Returned home and watched Bram Stoker's Dracula. A film that I had a certain level of trepidation about; mainly because of Keanu Reeves playing Jonathan Harker. Actually it's not so terrible. Even though Keanu constantly looks like Ted "Theodore" Logan, and while - bless him - he tries to do a British accent it isn't exactly great, at least Jonathan Harker isn't actually all that significant a character after the Castle Dracula part. And it is a fairly faithful adaptation of the book (apart from the slightly odd reincarnation thing). Plus gorgeous costume (oscar winning) and set design (oscar nominated).

Sadly, as ever, I needed to send Flickums home at this point. But I get to see her again next weekend :)
luckykaa: (Wolf)
Another weekend of fun and frolics with [livejournal.com profile] flickums.

Had spent the night at the parents'. So drove home at a snail's pace through traffic on the M25 and M1. Still, at least the Dartford crossing is less insane than it was. Arrived before flickums so couldp pick her up from the station, and we had the chance to eat pizza and watch X-Men: Days of Future Past.

We went to the fair on Saturday. Decided not to try the hang from a bar for 2 minutes challenge. Watched some other people do it. 2 minutes is a very long time! Had a go at a shooting range. I suspect corks are too light to knock a ring off a bottle. Went to a different shooting range and shot sweets off a shelf instead. Much more successful. Tried "The claaaw" to win a cuddly toy but it dropped the prize. Flick won me a prize though. It was a prize every time, and she won me a dragon.

We went on the dodgems. We went on the scary caterpillar roller coaster. One or the other of us may have been too wussy to go on the spinny thing.

We saw X-Men Apolcalypse. That was fun.

Sunday I ran my Spirit of The Century game. I really need to come up with more of a plot next time I run a game. And understand how the mechanics work. It was all a bit chaotic. Still, people had fun.

Flick had found Sky High in a charity shop so we watched that. It's a funny film. Not a must-see by any means but funny and doesn't take itself remotely seriously. Well worth the 99p.

Monday we went to Warhammer World. Flick seemed excited I wasn't quite sure what to expect. I was also a little uncertain if I was in the right place when we seemed to be heading through an industrial estate. It seems to be lots of Warhammer gaming tables and shops selling warhammer stuff. Also a nice restautrant/bar called Bugman's Bar. I had a lot of fun reading the descriptions in the menu. "A feast worthy of the Dwarf Kings of Old!". Was given a taster game with a staff member reffing for us. Fun although the set-up did seem highly luck based.

And then flickums had to go home. Which is something I really hate about this.

We need to live closer together :(
luckykaa: (d20)
After last weekend's fun frantic plushie roleplay, I really feel an urge to do more.

I need more geeky friends to do this with. There is the Leicester Roleplay guild, and I might go down to do that, but I'm not really all that enthralled by the idea of playing in a big D&D game and there's really not a lot of encouragment for other people to run games. People seem to like the big nerdy High fantasy fest.

Ideally I should set up my own group. With blackjack. And hookers! Or at least with an upper limit of number of players in a game. The group in Amsterdam did things a lot better.

They had different games running every week, with the games agreed in advance. The GMs were actively encouraged to volunteer well in advance, and the games were advertised on the meetup page. Players were asked to sign up for a game when they clicked the RSVP button, or they could take pot-luck on the day.

The trouble is, I have no idea how to go about setting something like this up. The guild seems to be happy doing things their way. Other people who may be interested have their own issues - mainly that a handful of roleplayers can be kinda hard work. They have a point. But if I did, where do I start? Where can I find an affordable venue? How do I promote it? How do I actually encourage people to GM?

And do I really want to? All I want is a game that I care about.
luckykaa: (d20)

I was persuaded last minute to go to a gaming event. Flick's friends had some last minute dropouts, and so I was invited to join a team at the student nationals. Nominally a competitive event, but mostly about having fun. Had a choice Between Board Games, D&D and Humour. Wasn't really keen on 2 days' worth of board games, I seem to be the only geek in the world who isn't really into D&D (dislike classical fantasy and crunchy systems), I went for Humour.

But of a crappy night's sleep. But that sort of thing tends not to catch up with me more in the evening. So I signed in and played game #1.

Game #1 was an Urban Fantasy game. Or is it Fantasy Urban? Whichever isn't about your dream townhouse... GM was late due to public transport hell though. We played a bit of the Dr. Lucky Card game while we waited.

so we were a bunch of supernatural types working for a good guy organisation. I was an American Werewolf in Hampshire.

Fun was had. I didn't really get as into it as I like to. Didn't really have a good handle on my character, and wasn't all that proactive, but my sense of smell and heating worked well. Found combat a little tedious, but then, I usually do. Lack of interesting options. Point gun and shoot.

Would have liked too have stayed around a little and socialise, but I was feeling tired and grouchy and so we went home for an early night.

Game #2, was a plush toy based game. I was Cthulu. We were even given toys to play with. So, this bring a cute and fluffy game the first thing we did was kill someone, and then we killed his daughter. Plot was thoroughly detailed by this point, so GM turned it into a sandbox. We decided to take over the world. But there was to much infighting, so we only took over parts of the town. And caused a civil war between plushie factions.

Was hoping to loiter around and chat for a bit but everyone was going home. These students lack the stamina of seasoned conventioneers.

Had a lot of fun. Glad I was invited.

luckykaa: (d20)
Went to the RPG guild again. Choice of 2 games. One seemed hugely over-full, so I went with the other one. It was a wander round dungeon slaying monsters type game. Something I'm not too keen on because it seems like a video game. On the plus side, we did have a couple of slightly crazy players, including a drunk dwarf and a pyromaniac elf. So I did have fun. And I don't want to criticise the GM too much because he was willing to actually run a game. The real problem was simply a lack of games running.

So I really need to step up. Except, I know why people run games like this - It's because it's easy. Conflict drives plot, and combat is the most obvious and easy to run form of conflict. It also finds the players rather than have the players need to work out the plot. Games I played with the people in Brighton were a lot less fighty, and so was [livejournal.com profile] masterofapath's Vampire game as far as I remember (as an aside, we should really have another round of that).

I guess I should do another SotC. Except FATE doesn't lend itself to one-shots. Plus if I do go that way, I need to work out a few issues.

Better fast character generation.
Spending a whole session making characters probably is fun, but I kind of want to play a game. Ideally I want to avoid pre-gens.
I also need to be a lot stricter about aspects. People chose beneficial ones. Perhaps I just need to be stingier with FATE points here.

Create my own plot.
The pregen I dug out didn't actually make sense when I came to run it. I actually have a number of basic ideas. I just need to piece them together.
I need more intrigue and roleplay possibilities.

Most importantly, I want to avoid fights unless the players initiate it. We can have other sorts of contests.
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