Wednesday, 30 November 2011

Music Memories

When I started out gaming in the 1980s I was never bothered about music in my games, but I used to always listen to it when I was designing stuff.

I used to write up a lot of stuff for my basic red box D&D games, fantasy adventures in which I'd try to emulate my two favourite fantasy things at the time, the John Boorman movie Excalibur and the HTV show Robin of Sherwood. I designed a fantasy version of middle England and I'd listen to classical music while I did it. I've still got my notes here - I'll scan or photograph them sometime and put them up.



The music of choice was Beethoven, and I'd usually listen to his Fifth Symphony. It's a famous piece but most people can't get past the dot-dot-dot-dash V for victory opening. The rest of the piece is incredible. In fact, it's become so embedded in my memory as a piece of music associated with my 1980s roleplaying and basic D&D in particular that every time I hear it, it sends me back to the tiny box room that was my bedroom, and the hours I spent under a lamp scribbling notes, drawing maps and imagining grand adventures in my make believe country. It was a grand time, when creating and designing were just as important as the game itself.

I've been a bit lacklustre in my creativity lately, mainly due to time constraints, but I'm wondering if putting on some Beethoven might stoke my creative fire.

Hey - it worked twenty plus years ago.

Sunday, 27 November 2011

GAMMACON update

Here's an update about what's happening at Gammacon 2012:

Angus Abranson of Cubicle 7 has kindly donated an adventure for the wonderful Starblazer Adventures game. I want at least four players for that so let me know if you're up for it! It'll be a first time for me with the FATE system!
http://www.cubicle7.co.uk

Kyle Daniels will be there on the day, creator of 'Braggart - The game of heroes, lies and unfortunate fish...' with demos and copies for sale.
Braggart Card Game
http://www.spiralgalaxygames.co.uk
UK Distributor of Board Games and Card Games

Hopwood Games will be joining us, with the charming Andy Hopwood doing demos of his games MIJNLIEFF (winner of the Best Abstract Game Award at the UK Games Expo 2011) and Niche.
Hopwood Games
http://www.hopwoodgames.co.uk

Jedi News, the largest UK Star Wars fansite with 6 million monthly hits and all kinds of sway in the Star Wars community will be there for charity and promotional work.
http://www.jedinews.co.uk

http://www.gammacon.moonfruit.com

Wednesday, 23 November 2011

Anne McCaffrey



Anne McCaffrey passed away on Monday 21st November 2012.

And I’m not sad about it.

Her Pern books were the first novels I read that catapulted me into a world that I could escape into on my own. I shared Star Wars with my friends, Lord of the Rings with my brothers, but Pern was all mine and nobody read that but me, and in 1986 I fell into the pages of Dragonsong. I ate up the Harper Hall series and then went back to the first book, Dragonflight. I was hooked. It was 1986, I needed a place to escape to, a place that was just mine, and here it was.

In 1987 I took the plunge and wrote a letter to Anne. I poured out my sixteen-year-old heart and gushed to her about how much I loved her books, how they moved me and how I would love to write myself. I posted it and thought nothing of it, just enjoying the cathartic experience of finally releasing the pent-up emotion the books had instilled in me.

A month or so later, I got a reply. From her. From Anne. From the woman that had created this wonderful world. She appreciated my words, she loved the fact that I loved the books, she told me of other books that I should try and she wished me luck with my own writing endeavours. She typed the letter, wrote my address on an envelope and licked a stamp to get it to me. I can’t tell you how amazing I felt, how special she made me feel by taking the time to answer my letter. She had no doubt done this a thousand times but, at sixteen, I didn’t care. I knew that for a few moments, while she read my letter and wrote the response, that I was her focus, the only person in the world she was thinking about. She had spent time thinking about what I had written and she had taken even more time to write back. Anne McCaffrey did something for me that nobody else has ever done – she told me that it was okay to like what I like and that I should be proud of it.

From then on I absorbed her other books religiously; Dinosaur Planet, the incredible The Ship Who Sang, the beautiful Restoree, the Crystal Singer. I read them all. I loved them.

Ten years ago I packed her books delicately away and I haven’t touched them. Last week I was looking at random websites and there was a mention of her book The Ship Who Sang and I thought, ‘Wow, it must have been more than a decade since I last read a Pern book’ and I decided that once I had finished my current read I’d dig them out and dust them off. Yesterday, I read that she has passed on. I have cried for her and I will mourn her.

But I will not be sad. I absolutely refuse. Because if I’m sad about her passing then that is how I will remember her. I’ll think of her and feel sad that she has gone. All I want to do is remember what joy she gave me, what happiness, what wonder she unleashed into my sixteen-year-old head.

In fact, it’s not that I won’t be sad. It’s that, after everything she did for me, I simply can’t be.

Bye, Anne.

Monday, 21 November 2011

Dungeons and Dragons Online

The online game I'm getting a kick out of at the moment is Dungeons and Dragons Online. It's set in the world of Eberron (admittedly not my favourite place to adventure - give me Forgotten Realms!) but it's a well put together game and lots of fun. The best thing about it, it's free! Well, not completely free, you have to pay for certain aspects, but there's enough free stuff to keep in gameplay for hours.



This is my good dude Bulward Whitehair (level 4 Fighter) getting tangled up with a bad dude. Check out the D20 on the right! Nice little addition, that.



The locations and vistas are excellent.



The graphics settings can go pretty high and it runs on my 3GB RAM machine really well. It's a well designed game and is very nice to look at, with a pretty intuitive user interface. It's all left click for interaction and combat, and it's not turn based so you don't have to just sit and watch the action unfold.



Although it doesn't feel like an open world the way World of Warcraft or Rift do, there's plenty of things to do. It's a bit more like the game Guild Wars, where there's a central area (in this case, Stormreach) where the players gather, and once they go out into instances the game becomes private. It's a neat system.

It follows the rules for D&D 3.x pretty closely and you even get a little D20 die rolling in the bottom right hand corner! You primarily go off on dungeon adventures, and they can get a little samey, but there are wilderness adventures, too.

All in all it's a good, fun game, and I like it as a pick-up-and-play game, just to kill half an hour or an hour if I've got the time spare. It's well designed and looks and plays great and, even though you might tire of it after a short while, it's good while it lasts. I can recommend it.

And it's free!!

Wednesday, 16 November 2011

Eh? What?

Has it really been a month since I last posted? Wow. Time flies when you've got better things to do, eh?

I've been hard at work on my GammaCon, the gamer's convention.

And I've been doing other things, too, such as:

- Beta testing Star Wars: The Old Republic. Don't ask because I can't tell.
- Playing in my mates Pathfinder campaign. Is it fun? Yes. Have we got anywhere in the 8 months we've been playing? Erm... no.
- Working on Gamma Con and all that entails.
- Writing. Bit of this, bit of that. I've got a lovely new screenplay to play with and I'm looking at my older works for inspiration.
- Starting to fall in love with Traveller, the original game. It's lovely and simple and the Mongoose version appeals to me. Looking forward to running a dark science fiction game, inspired by classic movies such as Alien and Outland.
- Reading classic Harry Harrison.
- Catching up on recent movies. Jonah Hex? Rubbish. The Green Lantern? Terrible. Thor? Pretty good. Inception? Brilliant.
- Catching up on old movies. I watched my favourite movie Alien in HD for the first time. Wonderful wonderful film.
- Lamenting the death of my PS3. You could have waited for me to finish Killzone 3, you piece of crap!
- Trying not to get too excited about The Hobbit movie.
- Or John Carter of Mars.
- Or Prometheus.

So, yeah, I live a thrill-a-minute life.

Saturday, 15 October 2011

WING AND MILK - or: How to run a game without really trying

Before I go any further, can I please thank Andrew C, a once regular player of my games, for the title of this article. It was originally written for a Star Wars website, hence all the Star Wars references, but it's pretty much applicable to every gamer.

We (Andrew C, Mark Newbold and myself) sat in my living room on Monday 25th of June, 2001, about to start a role-playing session (set in the universe of Buffy and Angel) and we were discussing where the characters were going to go from here.

I said I had a few things designed when Andrew suddenly said, ‘whatever happens your games are usually wing and milk, anyway’. Both Mark and myself looked at him quizzically.

What do you mean by wing and milk?’ I asked.

Andrew shrugged. ‘This game. You’ll wing it and milk it’.

We all laughed. ‘Top line’, Mark said. ‘We’ll have to write that up.'

Oh, fine. A funny quip at my expense and they want to write an article about it?

Okay, then.

LESSON 1 – COMPLETELY IGNORE EVERYTHING THAT'S EVER BEEN SAID

There are plenty of articles already on the internet that concern preparation, design, ideas and atmosphere. They detail advice on how to get a game together and how to run it. Because there are a few things to consider before running a game the articles detailed most things you can do and, therefore, were quite long. That, in turn, might mean a lot of work.

But what if you simply don’t have the time to spend designing and preparing a game? You might have a busy work or social schedule, might be running more than one session for more than one group and can’t afford the energy and effort. What if you don’t want to prepare in detail? Hey, you might be laid back or easy-going and think ‘the hell with it; we’ll just see how the game goes’.

If this is the case, then ignore the other articles. They won’t help you now. What you want to do is get down to it, get the game on and just let role-playing nature take its course. Isn’t this lazy? Hell, yes!

This will mean less work in preparation – unfortunately, it will mean more work when the game is actually running.

LESSON 2 – YOU’LL NEED SOMEWHERE TO PLAY

The usual thing is to get yourself a location. Make sure you have a place where the game can take place and then insert the PC’s. But surely this means you have to design a location, a planet, a city?

Not really, no. Just take a location you know or have seen and just Star Wars it. If the players go to a busy shopping station then take your local shopping centre or mall and jazz it up. Escalators become anti-gravity tubes, computer game shops become speeder showrooms, and clothes shops become multi-species clothing specialists. People don’t walk about; they zip along on rolling conveyor walks, or fly about with personal replulsorchairs. What’s more, you don’t even have to take the effort to describe in detail what the place is like – tell your players what location you’re basing it on.

GM: ‘So, you know the shopping mall down the road?’

PLAYERS: ‘Yes?’

GM: ‘Well, this place looks like that, except where the escalators are there’s two discs which send people floating to the next floor. The roof is polarised glass to keep the sun’s rays at bay and every species you can imagine is walking about. People fly overhead with jet belts and repulsorchairs and the noise is deafening.’

Is this cheating? Hell, yes! What’s more it gives the players an instant visual and they can even interact with it better if they know the location, too, because they’ll tell you exactly where they want to go. All you have to do is decide what changes (if any) have happened.

The same goes with a city. Take New York, slap a few starships overhead and roads between the buildings and what do you get? A city suited for Star Wars. Need a small town? Grab a town local to you and stick a crashed starship in the middle, remove the second stories of all the buildings and replace them with glass domes and there you go – instant Star Wars location. All you have to do is ignore real world references.

Need a Planet? Pick terrain. Rocky, icy, sandy, windswept, green fields, mountainous – just define the land and you’ve pretty much defined the planet. Throw in a couple of weird creatures (six-armed apes, two-headed gazelles, that kind of thing) and job done.

LESSON 3 – INSTANT CHARACTERS

So, you’ve got the location, now for the people who will be there.

I’m not even going to insult you GM’s out there by detailing how to do it, so I’ll just make it simple – what do you think character templates are for? Need an NPC who might need to make some rolls? Is he/she a smuggler? Take the template and there you go – instant stats. Need a bounty hunter? Same thing. Need a professional? Normal stats and then the extra dice for their profession – done.

That’s it. Unless you don’t have access to these details (which is highly unlikely, being a GM) then you’ll have to do that extra work.

But isn’t that cheating in character design? Hell, yes!

LESSON 4 – NAMES AND PLACES

It’s all well and good describing these places, but what are they called?

Look around you. Take an average household item and do either one of these things – pronounce it backwards, remove a couple of letters or say it wrong.

What’s the planet called? Well, right now I’m looking at a calendar, so I’m calling it Calend or Radnelac. Or I could have looked at stapler, and called it Stapeel or Relpats. Or I could have looked at a picture on my wall, and called it Pikchoor.

Doesn’t just need to be a planet. A city could be called Pikchoor. An alien could be called Pikchoor. A bar could be called Pikchoor’s Place. It’s all the same market.

Isn’t this cheating a little, not putting much thought into the creation? Hell, yes!

LESSON 5 – SO, WHAT HAPPENS IN THE GAME?

This is probably the only part of the game where you’ll have to do at least a little work but even then you can get away with limiting how long you take designing stuff. It’s a simple case of this – watch some telly, or a movie or listen to the radio, or read a book, or a magazine.

You can refresh games by taking ideas and plot threads from popular media. But, in this case to minimise work, you actually take the story and re-create it in a Star Wars setting. All you have to do is change a couple of the plot threads (like who it was who actually committed the murder, or stole the jewel, or whatever the program deals with) and just change it all for Star Wars. Fair enough, the players may have seen the same program but when you do introduce that plot change they won’t be able to second-guess you. Word of warning, though; don’t re-create the program scene-for-scene, changing the New York Cop for a Imperial Security Bureau agent or a London taxi driver for Speeder Taxi pilot. That would be dull. All you need is the elements of the story.

Is this theft of other people’s ideas? Hell, yes! But you’re not making money out of it and it’s for personal not public use, so it’s legal.

CONCLUSION – YOU LAZY, LAZY PEOPLE

Let’s face it – there’s not much to this article, is there? All I’ve done is make you all very lazy creators and GM’s, relaxing in front of the video an hour before the game, looking at stuff in your room and twisting the words and thinking of someplace you’ve been to or know of and adding a couple of aliens. It’ll be game time soon but you’ll just take another sip of your drink, shrug, and say ‘I’m ready’.

How lazy of you.

Wednesday, 5 October 2011

GAMMA CON - JANUARY 28th 2012

That's right - I'm arranging a convention. Just a one-day affair where gaming geeks can gather and plot world domination. And game, if they're so inclined.



GAMMA CON is a brilliant new gamer's one day convention coming to Lichfield, Staffordshire in January 2012, showcasing all the sellers that strive to bring quality products to the hobby we support and love. We aim to back all the independent traders and clubs you don’t want to see whither away and give them a presence and regular place to trade and play.

If you’re a player or someone who wishes to demo a game they created or simply wish to run a large or small game with your local group please get in touch and I can send details on running a game or demonstration (once we've sorted it all out, of course).

The West Midlands has a large Role-Playing community and its time we had our own event, so if you live in the surrounding Shires... get in touch!

You can join our Facebook event page HERE.

Sunday, 2 October 2011

Ah, the good old PSX...

I loved the 1990s. One of the greatest things I used to enjoy was coming home from a night out, slightly the worst for wear, and sticking on the Playstation 1. First of all, there was the classic Playstation noise which brings back so many great, warm memories - I could listen to it again and again. Until I get bored of it, then I'd stop.



I had plenty of favourites, and they all catered for the mood I was in at the time. For some great action I'd haul out Syphon Filter -



That was a kick-ass game. Nothing could better it. Well,not until Syphon Filter 2 came out, that is.



That was much better, and an amazing sequel. It was my first foray into split-screen player vs player games, too, and me and my gaming buddy Andy would play long into the night blowing the crap out of each other. I wanted him dead so badly. Great times.

As a Star Wars fan I bought the game of the film. The film had reached out of the screen and punched me in the nuts, but the game was amazingly good. A bit of free roam, some RPG elements, pretty good action. I loved it!



To fulfill my fantasy needs there was Diablo. Other fantasy-themed games didn't really do it for me but this one kept me up all night. Again, I'd co-op with Andy with this title, and the bugger would always 'accidently' shoot me. Damn that Syphon Filter 2!



And next is my all-time favourite - Colony Wars. An amazing background fleshed out by a fantastic in-game encyclopedia that really gave some history and detail to the settled worlds, and some great gameplay and wonderful imagery. Not only that, the soundtrack was amazing. I loved it.



I was somewhat disappointed by Colony Wars: Vengeance, I thought the gameplay and visuals were lacking, but Red Sun made up for it. It did slightly dilute the Colony Wars setting with more of a multi-species angle, but it was great fun. Soundtrack was great, too.



And an honourable mention goes to Metal Gear Solid. Cutscenes were too long and it was more melodramatic than every daytime soap rolled into a great ball of cheese, but the gameplay was stunning. And then the sequels came out on PS2 and PS3, and they were all shit. So that was that.


Tuesday, 27 September 2011

Fighting Fantazine

As some of you may know, and maybe even some of you care, I'm a big fan of the Fighting Fantasy gamebook series. Not only is this fondness borne out of nostalgia, I also think that the system is perfect for introducing new gamers to the hobby, both via the gamebooks and actual roleplaying games. Indeed, I used this system to introduce young gamers to the hobby the end of last year and they went away to form their own D&D 4th and Pathfinder groups.

The fanbase for Fighting Fantasy has always been active and there's a whole new slew of books due out, but in the meantime the fans have been hard at work - so I present to you 'Fighting Fantazine', a magazine by fans for everyone to enjoy.


There's lots of interviews, games and resources for Fighting Fantasy gamers but there's plenty of stuff even non-Fighting Fantasy players can use, stuff that can be used for inspiration. I like this magazine a lot as it's incredibly well put together and very professional. I heartily recommend it.

Saturday, 24 September 2011

Stream of conciousness

So, I've been wondering what to blog about and I've decided to just write what I'm thinking as I think it.

- I think RPGs are an amazing pastime.
- I think many gamers are elitists who think their way of pretending to be a magic elf is the only way that matters.
- There is no such thing as 'gaming theory' because the reasons why people play, enjoy and create games is subjective. There's just games.
- I think the hobby is slowly decreasing but will never truly vanish. The days of the corporation gaming empires is over.
- Dungeons and Dragons is still a good game. Depending on which version you play.
- Guilds ruin online MMO gaming for me because in general they'll always contain opinionated sneaky ignorant little bitches.
- I couldn't give a flying monkey's toss about abiding by the rules in a game. I won't drastically alter them but I won't ruin the moment by spending ten minutes page-flipping either. It's my game, and contrary to some beliefs I can do what I want with it.
- RPGs promote communication, problem solving, group interaction, social skills, numeracy, imagination, creativity, lateral thinking, emotional and artistic expression and responsibilty. There should be more of them in schools.
- People whine a lot about what's wrong with the hobby but never really talk about what's good about it or how to make it better.
- RPG internet forums are a great idea, but useless for asking gaming advice because everyone posting wants a slice of that action.
- In all my years of gaming I've hardly met any proper full-on nerds who were so wrapped up in the hobby that they had no time for anything else. Like a life.
- Running my own gaming shop was the best thing I ever did, and the most heartbreaking.
- Gamers are fickle creatures.
- 'Mature' games, such as the White Wolf stuff, are anything but. Players will play any game as they see fit, and if they play them in a 'mature' fashion, then they will.
- Savage Worlds ain't all that.
- Too many games promise a lot but deliver very little.
- I know it's just a game. But I love it. And it's mine. And I'll be as serious, melodramatic and possesive about it as I see fit, and it's not your place to judge.
- And I know none of it exists, dickweed. It's called having an imagination.
- One day, I will rule the world.