Saturday, 29 December 2018

The Twelve Months of Blogmas

So, for once, it looks as if I'll actually successfully complete a New Year's Resolution. Yes, I have indeed managed to produce a blog post for every month of the impossibly long year of 2018.

Bearing that it mind, it seemed sensible to do a round up of what I've worked on over the last twelve months. I can't tell you about all of it, but I can drop subtle hints for some of the stuff that I'm not at liberty to mention properly. I used to do an annual summary a few years ago when I worked for Modiphius just to remind myself of the break-neck pace of production on Achtung! Cthulhu, but I haven't done it in a while, so it will be interesting to see if this year was indeed as busy as it felt.

So, Call of Cthulhu and other Chaosium stuff first (in no particular order):

Scritch Scratch (Free RPG Day; published)
Masks of Nyarlathotep (published)
Call of Cthulhu Starter Set (published)
Terror Australis (published)

Children of Fear (in the production queue)
Secrets of Berlin (in the production queue)
Shadows Over Stillwater (in the production queue)
A Cold Fire Within (in the production queue)
Flotsam and Jetsum (the next organised play campaign; in the production queue)

Cthulhu By Gaslight for 7th Ed (we're still beavering away on this one)
Sekkrit Projekt 1 (no, I'm not telling you anything more than that; in development)
Sekkrit Projekt 2 (and I'm not telling you anything else about this one, either; in development)
Sekkrit Projekt 3 (short scenarios taking only 1-2 hours; in development and testing)

Women in Tabletop Gaming Month interviews (on the Chaosium blog)
After Dark convention scenario (which does now have a player-awarded subtitle, but I'm not saying it here as it sort of gives the game away)


Aldis: City of the Blue Rose (Green Ronin; published)
Shadowtide: A Blue Rose novel (game stat editing; Green Ronin; available electronically)
Other Blue Rose editing (nope, nothing to see here... yet!)
Holding On: the Troubled Life of Billy Kerr (playtesting, rules proofing; Hub Games; published)


UK Games Expo
Free RPG Day
Necronomicon Discord Charity Fundraiser
Steampunks in Space

(Funny - I could have sworn we were at more than that...)

Things definitely began picking up pace towards the end of the year after I finally managed to finish Children of Fear, although most of this year has been editing, proofing and development work. I am getting to write some new material for Cthulhu by Gaslight, so it's nice to have that change of pace again from persnickety error spotting (which I am pretty good at, by all accounts - probably something to do with reading DNA sequences manually from X-ray films and automated sequencer printouts in a previous life).

There were also a few podcast appearances (The Good Friends of Jackson Elias, Geeks of Cascadia and the Miskatonic University Podcast), as well as a short series of videos Mike and I did for Masks of Nyarlathotep over on Chaosium's YouTube channel. There were a couple of other podcasts who asked if I was available (usually!), but then I never heard anything more. Ah, well.

I also had to turn down involvement in several projects this year. It's not something I like doing - as a freelancer, there's always the fear of famine rather than feast when it comes to work, meaning it's a real struggle to resist over-commitment - but there really are only so many hours in the day, especially as I also delivered four historical embroidery talks and one all-day embroidery workshop, all of which take an inordinate amount of preparation for either an hour's talk or six hours of stitching (writing up requirements lists, producing worked examples and preparing take-home instructions).

So, yes, turns out it *was* something of a busy year after all. And next year is shaping up to be more of the same, starting with a launch party for the Call of Cthulhu Starter Set next weekend, followed closely by our first full convention of the new year in a couple of week's time (OrcaCon), where I'll be running two games and appearing on five panels!

It's also been a very rewarding year in terms of feedback from players and Keepers and the ongoing development of strong working relationships. I've met some wonderful people, run some very entertaining games, played in some very entertaining games, and visited some wonderful places in order to do so. I see no reason why 2019 won't bring more of the same, and I sincerely hope it does.

And with that, dear reader, I wish you a safe and prosperous New Year. Be good or, as my late Great Aunt used to say, if you can't be good, be careful. (To which I add: or just don't get caught!)

Tuesday, 4 December 2018

Almost All Done Bar the Shouting

Well, here we are in December, so that means it's time to write November's blog post. But first, I need to remind myself what I wrote in October's ramblings...

Right: sorted. The thing with writing my blog post just after the previous month has finished means I have to remember what I did and didn't say, and what accidentally may have slipped in as a preview. I was pretty well behaved about that last time around, so that's all good.

November, as pretty much every other month this year has been, was another busy one: editing, proofing and art direction for more Call of Cthulhu goodies (including the upcoming Pulp campaign A Cold Fire Within by Christopher Smith Adair), helping out with style guidelines, writing reviews, attending conventions, and - of course - learning more hieroglyphics.

The main convention for November (Dragonmeet just snuck into December again this year) is Steampunks in Space: a marvelous gathering at the National Space Centre in Leicester. Full of all sorts of steampunk shenanigans, it's one of the few non-games cons I get to go to now. (Although saying it's a non-gaming con isn't strictly true, as I do run Cogs, Cakes and Swordsticks there during the weekend.)

As always, we had many highly entertaining demo games, from regulars coming back for another installment in their ongoing adventures, to complete novices just wanting to learn what it's all about. Even more wonderful this year was the three generation family who came along to chat to us about how much fun they'd had with the game when they tried it a couple of years ago, and the gentleman who'd played in a demo game at Ludorati in Nottingham over a year ago who'd tracked us down to get hold of a copy of the book!

Speaking of games cafes, Newcastle now has it's very own one: Meeple Perk. Not that I've had chance to actually play any games there yet, but it's in a very convenient location, meaning that I get to pop in on my way home from hieroglyphics on a Wednesday night for a fortifying cup of coffee. The proprietors - Drew and Rhi - are long-time gamers and lovely people, and the cafe is very cosy and welcoming. Watch this space for more about them next month. (Probably...)

And that's probably all I can really say about work for November - there are some very interesting things bubbling along just below the surface, but apart from turning my hand to some exploratory research for the updated edition of Cthulhu by Gaslight, there really isn't anything else I can tell you for... reasons. (Some because they haven't been announced yet, others because they're really only vaguely formed ideas and hopes at this stage.)

Until next time...

Thursday, 1 November 2018

Season of Mists and Mellow Games Conventions

Now that Hallowe'en has come and gone, we're really hurtling towards winter (as can be attested by the knocking sounds currently coming from the radiator next to me as the heating turns itself on again).

As usual, it's been a busy month here, with me largely wrapping up work on Children of Fear (well, attempting to: I've still got some art and map direction left to do on that one, but it's soooo close now, honest).

Besides that, there was a goodly bit of PDF proofing going on for the upcoming Call of Cthulhu supplement: Terror Australis. For those of you who fancy a trip Down Under in the 1920s, I can safely say that there's plenty in the book to suck your investigators' faces off, as well as a few Mythos threats for if the local wildlife isn't quite deadly enough... (Seriously, everything on that continent is going to try to kill you, one way or another.)

What else? Let me consult the Oracle (the desk diary I keep everything written in so I know what I've been up to and what appointments I have coming up. I also have a mini-Oracle in my handbag for when I'm on the go).

Oh, yes: hieroglyphics.

Every year for my birthday present, my lovely Hublet gets me membership for the Lit and Phil in Newcastle (the largest private library in England outside London). I'm sure I've mentioned it before, but it's one of my happy places, and they do an amazing range of talks and courses on literally pretty much everything. As I was glancing through the Autumn newsletter a few months ago, I spotted a most intriguing entry: a notice that a 10-week beginner's course in Middle Egyptian hieroglyphics would be starting in October.

To be honest, I thought I was seeing things (or had fallen into one of my own Cthulhu scenarios...), but no, it was genuine, so a couple of weeks ago I arrived at the Lit and Phil, notebook in hand and far too excited, ready for the first class. It was wonderful. Okay, there are way too many birdy-things to draw (that really don't look much like the actual hieroglyphs by the time I've done with them), but it's like a giant puzzle solving game wrapped up in a dead language, which means my brain is really enjoying itself working out what's going on. And I have been most restrained - no Mummy jokes at all (I'm sure they've heard them all by now).

I have missed two classes due to being away at a convention and the accompanying con lurgy from hugging too many strange Europeans and Americans, but the tutor is lovely and sent me the lectures so I could get back up to speed. This meant downloading several Egyptian grammars onto both the desk top and iPad so I could figure out some of the more esoteric points (caused, in part, by Powerpoint slips due to version variance), which also made me inordinately happy (both the grammars and the puzzle-solving). And last night (yep, I was learning hieroglyphics on All Hallows Eve - squeeee!), Masks of Nyarlathotep came in handy as we were reading the cartouches of several pharaohs, including Sneferu and Menkaura...

I know I'm incredibly lucky to live close to such a wonderful resource as the Lit and Phil, and to have a job where doing something like this officially counts as research! Just don't ask me to write any curses or spells in hieroglyphics for you. Certainly not Cthulhoid ones anyway - Middle Egyptian has no letter L (that was only introduced by the Greeks at a much later stage because they needed one), so there'll be no invoking of Nyarlathotep, on paper at least. (Hmm, maybe that's precisely why there's no letter L...) 

As to that convention: October is Kraken time, so off we trundled to Schloss Neuhausen to be thoroughly pampered and over-fed by Peter, Yardena and their staff while we played games, drank far too much beer and gin (including one that tastes like strawberry laces), and gossiped with like-minded individuals. We headed to the Schloss a few days early for the pre-convention convention, which largely consisted of the folks who'd attended mini-Kraken in May this year. It was good to be back in the middle of East Germany (as was), among friends and in a very welcoming, relaxed atmosphere.

Kraken is a pretty tiny convention, with only room for around 80 people. Unlike many conventions I attend, even though I was a guest, I didn't feel like I was "on" in the way that I usually do - you know, performing for the attendees, always with a mind to professionally representing whichever company and product I happen to be working with/on at the time. Like OrcaCon, Kraken is definitely somewhere I get to be me, and hang out and game with people I like. Yes, it is work - I hosted a panel on what was coming up for Cthulhu and ran four games, three of them in a 13.5 hour period on the Sunday (confirming that I'm getting too old for that sort of nonsense, although all the games were great fun) - but it doesn't feel like work, if that makes sense?

The funniest thing about the Kraken is that I only attended my first one this time last year, yet it feels like I've always been going there (and several people were very surprised when they found out about my inexperience with this con). I have every intention of going to both mini- and big-Kraken next year, provided we're allowed off this island after you know what horrific debacle comes into force in 2019. If it does. Who the heck knows - the people "in charge" certainly don't seem to, that's for sure. People keep inviting/encouraging me to move to Germany, and it's tempting, let me tell you!

Ah well, such is life. Better get back to this here art and map direction - it isn't going to do itself!

Tuesday, 2 October 2018

A Game For All Seasons

September has now sauntered off the calendar and into history, so it's time for a blog post celebrating what I got up to during its blustery, somewhat sodden days.

It was mostly a month of working on projects I can say very little about, three of which are for Chaosium, Inc., and one for Green Ronin (a late entry that sneaked in just under the wire on the final weekend.) There's been very little writing going on, because all of the jobs were on the editorial side of things: actual editing, proofing, art direction, and development.

There was also a fair bit of research reading happening for a project slated for sometime next year. Although it's unlikely I'll be doing much writing for it, I'm probably going to be its lead, so I need to know enough about it to choose the right authors and create an outline that will be interesting and useful in game terms. But again, not much I can really tell you about that one as of this moment. (Although some of you may well be able to guess what it is, seeing as I publicly volunteered myself for it several years ago.)

A goodly bit of the month was gearing up for a LARP. Set during World War II, Wing and a Prayer followed a day in the lives of WAAF plotters at a World War I aerodrome pressed into service after the destruction of that area's main base. (And yes, it did take place on an actual World War I aerodrome: Stow Maries in Essex.) Most of the characters would be women (at least two-thirds), while the male characters would be pilots in the RAF responding to what the plotters were getting up to. Indeed, the tagline for the event was "A Woman's Place is in the War."

I'd signed up for the LARP precisely because it was about putting women front and centre of the experience, with the men attending very much as the supporting cast. Although many LARPs now are at gender parity in terms of attendance, focusing on the war time experiences of women doing such a challenging job was, as far as I knew, a unique opportunity.

Costuming proved to be a bit of a so-and-so, and caused much anxiety. Trying to get hold of surplus women's RAF costume (not quite authentic, but near enough for a weekend's LARPing) was difficult anyway, but getting it in anything other than small dress sizes proved to be impossible, leaving many of us feverishly sewing two skirts together or inserting extra panels to get things to fit. Given the unfortunate presence of the "costume police" at many LARP events, I was doubly stressed, as I've been on the end of various withering comments over the years about not having sufficiently accurate clothing and props. And then you have the whole brigade who don't think plus-sized women should LARP anyway because they're fat and look ugly in costume, spoiling it for all the beautiful people in their immaculate cosplay outfits.

I love to see cosplay, but to me it isn't LARPing - not on its own, at least. If you want to really go for it in the costume stakes at a LARP because that's what you enjoy - wonderful! Just accept that not everyone has the figure, time, skills or money to be able to do the same. It should be the roleplaying that's the most important element, but some people seem to forget that at times...

Anyway, thankfully, the costume police were noticeably absent from the event, and the hodge-podge nature of everyone's costumes lent it an even more authentic "make do and mend" air, completely appropriate for a World War II event. Everyone looked wonderful, and the black and white pictures produced by the event photographer quite often make you double-take as to whether they're genuine period ones or not.

 And as for the refs: they really knocked it out of the park. Not only had they gone to the trouble of building a working oscilloscope to act as a Chain Home radar screen, they'd wired the entire barn so people were in radio communication with other spotting stations (NPCs feeding us the necessary information) and with the pilots in the various RAF flights. The pilots, once scrambled, were in a separate room carrying out their sorties on what was basically a flight simulator, with the outcome of dogfights handled by a card mechanic, with the decks stacked depending on how well we plotters had done our jobs.

It was a tremendously immersive, exhausting and remarkable LARPing experience, very much rooted in the routine of being a plotter and having to handle the tremendous amount of information that was being thrown at you during a raid. We actually managed to break two bells, we were so enthusiastic when scrambling the pilots!

I'd always admired the plotters and the work they'd done (my Great Aunt's best friend was one), but having had just the tiniest fraction of their experience, under completely controlled conditions, made me realise just what an astounding job they did, under great pressure and with very little training. Watching the blokes come in during the final raid (100+ bombers heading for London during the Blitz) when it was all hands on deck, and seeing the realisation dawning on them of just what we'd been doing all weekend, and the admiration that followed, was quite something.

Bleed can be an issue after LARPing, particularly the emotionally-charged, Nordic style ones, but this event seems to have affected people in a very profound way; I suspect because of the intensity of the experience and the camaraderie it built amongst the various plotter shifts as we all pulled together to make the best of it. Hiding under a table during a blackout as German bombers thundered over head, unsure if we were their target, someone took hold of my hand in the darkness and asked if I was alright. It was a small moment, but very moving, and unlike anything I'd had before in all my years of LARPing. (The refs had rigged cameras in the Ops Room so they could keep an eye of everyone and make sure they were coping with their duties, and that moment of us all taking shelter caught them completely by surprise - they'd not expected it, but it just added to the whole atmosphere immensely.)

As a gamer, I have been lucky enough to play with some wonderful people and witness the creativity and passion of a talented bunch of folks exploring and evolving their hobby. Some of these experiments don't always work, but when they do, they are really exceptional. Not all gaming has to be profound and meaningful - there needs to be room for the lighthearted, frivolous and escapist as well - but the fact that we have access to a game for all seasons, depending on our moods and needs,  is one of the reasons our hobby is so very special.

Wednesday, 5 September 2018

The Last Days of Summer

For the first time since 2013, August didn't find us jetting off to the States for a games convention.

It must be said, it was a bit of an odd sensation not to be shuffling through Heathrow airport at some ungodly hour, dealing with its ever-surly security staff. (Seriously, every single one of them has had a sense of humour transplant and has apparently never spent a sleepless night on a transatlantic flight based on their total and utter lack of empathy with/sympathy for the poor shambling wrecks trying to work out where it is they're supposed to be going now they've changed all the security procedures. Again.) Mind you, we do at least now know where the half decent seats are for the three to four hour lay-overs we invariably end up having to make.

No, this August we largely spent at home. So while most of the people I work with or know in the gaming industry were getting trampled to death or melting with heat exhaustion in Indianapolis, we enjoyed our beautiful former kingdom, helped by a couple of friends and their families coming up for their holidays.

Northumberland is beautiful, and has the best castles (Bamburgh, Dustanburgh, Warkworth, etc., many of which have featured in a variety of films and television series). It also has wonderful beaches, amazing moorlands, fantastic museums (many of which have been involved in the Great Exhibition of the North this summer, even if the definition of what constitutes "North" has been somewhat elastic. Cheshire? North? Really?) and a ton of other cool historical stuff for us to explore. Which makes it a very inspiring place to live; aspects of which often creep into my work, be it legends, locations, or people. (One of these days I'll get round to writing a Northumbria sourcebook for something - in fact, I was doing research for that when I was hired by Modiphius to head up Achtung! Cthulhu.)

And just because I wasn't at a games convention doesn't mean I wasn't slaving away at the day job (none of that while the cat's away nonsense, thank you very much!). More development and mentoring on an upcoming project for Call of Cthulhu; finishing off proofing the Call of Cthulhu Starter Set (it comes in a box and everything. Plus: dice!); more writing, playtesting, and correcting the Children of Fear campaign; and I also started editing another Call of Cthulhu supplement that's making me determined to plan a return trip to the location it's set in after the fabulous week I spent there last year. (And that's as much of a hint as you're getting for now, I'm afraid!)

There's been quite a bit of peripheral stuff, too: getting costume ready for a World War II WAAF LRP I'm going to in September, sending stuff off to conventions regarding panels and games I'm offering, and confirming attendance at other events. The end of the year is going to be its usual blur, convention-wise, that's for sure, and I'm already making arrangements for OrcaCon and Necronomicon next year, too.

One of the other events I was privileged to take part in over the Bank Holiday weekend was a 24-hour charity fundraiser for Leukaemia Care, organised and hosted by the folks over at the Necronomicon Discord community. I lost a friend to leukaemia when I was a teenager, and one of my jobs back when I was a biomedical research scientist was developing a screening panel to identify chromosomal breakpoints in leukaemias in order to make sure patients received the most effective treatment for their illness, so this one was close to my heart.

Once again, the generous nature and community spirit that I've found among Call of Cthulhu players and professionals came to the fore, and there were numerous panels and three live-streamed games over the course of the 24 hours. (I was on two: one introducing Lovecraft and discussing how a host of writers came to be involved with the game, the other on scenario design, both of which were great fun.) Those who couldn't directly take part donated prizes to help with the fundraising and, at last count, the team had raised £480.

Thank you to everyone who took part, and to everyone who donated. Gaming has its fair share of dark moments, but every now and again, it shows what I'd like to believe are its true colours with events like this. May there be many more.

And on that uplifting note, it's time to get back to the real world and those scenarios. After all, they're not going to write/edit themselves!

Friday, 3 August 2018

Busy Bees

So, Flaming June turned into Equally Flaming July here in England, before descending into Somewhat Sweaty With Occasional Thunderstorms July. As someone with very fair skin and a tendency to imitate a boiled lobster when exposed to sunlight, working indoors can be a boon. But, working from home means that, if I have research to do, I can at least escape into my little wilderness (laughing known as the back garden) and sit under a sun umbrella with my books so my vitamin D levels get a bit of a boost.

There was a bit of that in July as I managed to get on with more Children of Fear - technically, the final chapter, although readers of this blog will know that there is another one after it in the book, consisting of support material and random NPCs. Sometimes during the research phase, you stumble across an absolute gem: in the case of this chapter, it was the amazing All About Tea Vol. I, by William H. Ukers.

Written over twelve years and published in 1935, Vols. I and II were the follow up to Ukers' 1922 book, All About Coffee. All About Tea has pretty much everything you'd want to know about tea history and production, and then some. And, unlike some period tomes, it's a really good read - engaging and informative without any stuffiness. Mind you, I seriously doubt how many people nowadays need (or want) to know exactly who worked for all the tea companies in the world in the 1930s, but if you do, now you know where to look!

The first draft of the chapter was completed as July drew to a close, and once again, there's a huge pile of research that never made it anywhere near the book. It may get used again for something else somewhere down the line, but otherwise, it joins that in the gigantic pile of notebooks stacked all over my writing hovel.

I've also been proofing the print pdfs of the Call of Cthulhu Starter Set. Starter sets are a great way into gaming, and Mike Mason's done a smashing job of putting together something that will lead complete novices all the way through from their first tentative steps to running a game for up to five friends. And, once again, Nick Nacario and Chaosium's artists have done a smashing job of making the text look wonderful. As if that wasn't enough, it comes in a box! With dice! (But not ones you have to colour in with a crayon - this isn't the 1970s, you know.)

I also got to go and do a bit of gaming myself in July, thanks to Continuum, the biennial games convention in Leicester. Its predecessor, Convulsion, was the first games convention I ever went to, back in 1992. Our gaming group was encouraged to go along by our RuneQuest and Call of Cthulhu GM, John. I took part in the giant Glorantha freeform, Home of the Bold, despite knowing only a little bit about Gloranthan lore, but it was such a fun convention, I went back again for years (with a gap in 1996 when I was working in Canada).

I'm not sure when it switched over to a new committee and name, but the convention in 2000 was the last one we went to for a long time. There wasn't a particular reason, really - it just somehow never seemed to be at the right time for us to make it. So we didn't go back until 2014. I'm glad we did - it was lovely walking in to see so many familiar faces and be welcomed back as if we'd never been away.

Anyway, the convention is a good excuse for me to indulge in a few games rather than just writing and running them. I tend to split my time between short freeforms and tabletop games, and that's what I did this time, too: a totally bonkers Live Aid freeform/skit on Friday night where I played Toyah, complete with bright red wig and 80s makeup, which was a huge amount of fun (in that reality, Toyah and David Bowie ended up contracted to make a record with the Muppets... and that was about the most sane thing that happened all evening); Noir World, set on the Orient Express with a Great Belgian Detective who wasn't M. Poirot, so ended up getting completely the wrong man, thanks to the machinations of the actual murderer; Liminal, where I played a fae who was slightly obsessed with chatting to ghosts while trying to work out why a bunch of villagers on Dartmoor were trying to kill all the tourists; and The Borden Legacy freeform, which was a very Mythos twist on the legend of Lizzie Borden, where I suspect I misread my character background but had a great deal of fun anyway (everyone seemed to think my sheriff should be incompetent, but I thought she was supposed to be like Marge from Fargo - not that I've seen Fargo, so maybe that's where I went wrong...).

I did do some work bits: a panel with Mike about what's coming up for Call of Cthulhu (it's always fun to be on a panel with Mike) and I ran Blue Rose for the first time. I thought I really should get round to it at some point seeing as I'm its editor! The game went very well, and it was lovely to see the players engage with their characters, sitting down and trying to find a diplomatic solution to something rather than just wading in with their fists. They did get the chance to thump something later on, but it was very much a last resort. And demonic creatures do need a good thumping, apparently.

It was interesting that some people were a little put off by the game's "romantic fantasy" tag, assuming that it therefore must be a game about in-character romance rather than chivalric, sweeping fantasy. Not that you can't have in-character romance if you want it, of course! Hopefully I managed to set a few people straight on that point, at least.

Mostly, though, I once again ended up wondering where the month went to. But at least I got to enjoy part of it catching up with old friends I haven't spent much time with in far too long, and with people I've worked with since the last Continuum but never actually met properly. Gaming has introduced me to so many lovely, talented, and generous people, and Continuum was no exception (thanks again for the copy of Monkey, Dan and Gwen - it's great fun, although I bet the people on Newcastle Quayside had no idea what I was doing sitting on the side of the beach with the book and a deck of cards giggling away to myself!).

Monday, 2 July 2018

Flaming June

In terms of temperature here in our little corner of England, June was definitely quite a warm one.

It was also quite a busy one again, what with Women in Tabletop in Tabletop Gaming Month getting into full swing. Chaosium's contribution was a series of 24 brief interviews with some of the women who have worked with the company over the years in a variety of roles, be that writing, editing, artwork, layout or publishing as a licensee. Links to each interview can be found here.

This was an important project for me as, although women have been in gaming since the beginning, we are constantly having to fight to be included at the table and, it seems, these days more than ever. Gaming needs diverse voices if it is to thrive, and my hope is to try and encourage women and other under represented groups not to self select against getting involved by seeing that you don't have to have qualification X and have been gaming since Y to contribute on a professional level. I also wanted to highlight that there's more to game production that writing and artwork, so if your forte lies elsewhere, there's still no reason you can't get in there.

Of course, such a project comes with the inevitable downside in these days of social media: trolls. I was dreading the potential backlash we were going to get for daring to raise our heads above the parapet, but, apart from one misogynist at the very beginning and one at the end, we seem to have avoided that sort of nonsense. Unless I didn't see them, which is always a possibility. I had to seriously consider whether we should even take part, primarily from the viewpoint of the safety of the other women involved because, as the curator of the project, I have a duty of care towards them. If that doesn't underline the need for Women in Tabletop Gaming Month and other programmes to raise the visibility of minority groups within gaming, I don't know what does. I sincerely hope the day comes when we don't need to go out of our way to say "Hey, look we're here and we deserve to be treated with equality and respect. You know, like we're actual 'normal' people." But, sadly, today is not, apparently, that day.

On a more positive note, though, I learned so much by reading the interviews that came in and was inspired by each of the stories the women involved were generous enough to share with me and you. We had industry stalwarts from back in the day through to young new voices just getting started, and the thing that shone through more than anything (to me) was their passion for their work. Passion can be inspirational, and sharing your love of your industry/hobby will hopefully encourage new blood into it, or old blood that may have drifted away to give it another shot.

Other than Women in Tabletop Gaming Month, it was also Free RPG Day, so I was down at my FLGS running Scritch Scratch, mine and Chaosium's contribution to the gaming swag this year. (If you missed it, it's now available here as a free pdf with links to POD). I'd already run it for them twice over the years, so it was nice to have a trio of folks who hadn't had the delights of playing it before come to keep me company. As it has been round the block with me a few times over the last two years, I keep threatening to stop running it but, like Sean Connery and James Bond, I've come to the conclusion that I should never say never again!

As Scritch Scratch is very much a character piece until the horror kicks in, it's always a fun one for me to run as I can sit back and watch the players bicker and scheme as that group of pregenerated investigators. It's also fascinating to see how people interpret the characters you've written, and what they pick out of the backgrounds to build their portrayal around. It seems to have gone down well on the whole, and it was a great honour to be asked to turn my go-to convention scenario into something more.

What else?

Back to the last two chapters of Children of Fear, that's what! In June, I managed to complete the first draft of Chapter Eight and began the final bits of research for Chapter Nine. So far, there are ten chapters, the last of which contains various appendices, so that one's already largely written. The first six scenarios have all been tested by various groups (the first chapter is the introduction, of course), and the first three scenarios have been fully tweaked and corrected. (I'll correct the rest once the final round of playtesting is complete.)

It's been a long time coming and it's almost three years since I first discussed the campaign with Chaosium at Gen Con. Obviously, little projects like the newly released Masks of Nyarlathotep got in the way a bit, but it's full steam ahead to get this one finished before the summer is through. (It's also almost two years since we started on the somewhat epic task of bringing Masks up to date with the Call of Cthulhu 7th Edition rules system. Time does, indeed, fly.)

The thing is, big projects take a lot of time to complete, starting with the research, then on through the writing, editing, commissioning artwork, layout, proofing and printing stages. Other, smaller projects and real life have a habit of mugging you on the way past, meaning what was already going to be a long haul gets even longer. Sometimes, you wonder whether you'll ever get to the end of it. But you do, eventually, although it can be a really weird anti-climactic feeling when you finally hand it off to the next step in the chain. Until you see the finished product, of course - then it all becomes worthwhile!