I was so going to write November's blog post at the end of November, but things sort of got away from me again. (Ah, the social whirlwind that is the life of a games designer!)
This year really hasn't let up, which means I'm feeling a wee bit worn out. And, while I swore back when I started keeping (a bit more) up to date with this here blogging malarkey that I wouldn't combine posts, I'm going to combine November and December's ramblings or I suspect they'll never get done.
Anyway, it's New Year's Eve and a time for reflection. So, here goes:
Egyptian grammar continues to be pretty much a complete mystery to me. I'll swear the academics have made half the tenses up just for the hell of it, because I certainly don't remember them from French, German and Latin classes at school. (Granted, those are a very, very long time ago now, but even so...) As a result, my translations remain in baby talk for the moment, but I'm hoping that the penny will drop at some point. My tutor, bless him, has just accepted that I will rename hieroglyphs that have been badly carved (rave Godzilla being my favourite of the entire year). In spite of his continued bemusement as to why I ask him to do these things, he not only gave me the translation for "Do not read from the book!" but also helped us to have accurate Ancient Egyptian charms in a supplement (The Shadow Over Providence). Classes continue next year, and I look forward to the ongoing challenge.
There's been a fair few books released this year that had my dabs on them. After a while, you sort of forget what came out when, so I think, in the end, it was 10 books in either physical or pdf (or both), plus consultation on at least 3 more from licensees. And that's just the ones that made it onto people's real and virtual shelves - there's over half a dozen more that are still in the production pipeline that I also worked on either as a writer, editor, developer, or some combination of all three.
And then there were the award nominations: Origins and ENnies, for both my work at Green Ronin and Chaosium. And some awards as well (Call of Cthulhu for the actual win!). It is nice to receive recognition - a lot of people put a lot of work into making these books and that pat on the back means a lot, if for no other reason than it makes you stop for a moment and think "Yes, we have done something pretty cool, haven't we?" And then it's back to the grindstone to get the next thing out.
Conventions: phew, yes. There were more than a few of those this year. OrcaCon (US), CarcosaCon (Poland), DNI Fantastyki (Poland), UK Games Expo (UK), mini-Kraken (Germany), Ropecon (Finland), Necronomicon (US), Kraken (Germany), AetherCon (virtual), and Dragonmeet (UK). Sadly no Steampunks in Space this year due to illness, which was a real disappointment as it's always a fun one.
There were quite a lot of interviews as well this year: Bayt al Azif, AetherCon, The Rolistes, live on Finnish day-time TV (a distinctly surreal experience), several Scandinavian podcasts, and one for the Finnish equivalent of the BBC! I'm pretty certain there were others as well, so apologies if I've forgotten any. As I mentioned at the top, this year has been something of a monumental blur...
Running things: I continue to be allowed out to run games and workshops both in the local area and further afield. Things kicked off with the Call of Cthulhu Starter Set launch in January (in association with the lovely folks at Travelling Man Newcastle, Meeple Perk and the Boutique Beats Bakery) and it never really stopped. Somewhere along the way was Free RPG Day and running things at both stores, along with a workshop at Meeple Games in Durham and numerous games at Meeple Perk. And then there's the embroidery talks and workshops, as well. It's always great fun to escape the writing hovel and talk to actual people, and share my love of games and embroidery with others.
Looking to the Future: as some of you may have noticed, Chaosium now has the licence to produce a Rivers of London RPG. I spoke to Ben (Aaronovitch) at a book signing in Newcastle a little over a year ago about the possibility and, after a lot of work behind the scenes by my colleagues James Lowder and MOB, and Ben's agent, John, the announcement was made at Dragonmeet. It's met with a lot of positive feedback, so now the job of developing the system begins in earnest. I'm line editor for the project, as well as remaining as associate editor on Call of Cthulhu, so next year is likely to prove even busier than this one. As a fan of the books, I'm very excited about the whole thing as it's something I've been wanting to do for a while. Daunting? Yes - but I'm putting together an excellent team, and I know they'll do a good job. And Ben knows his stuff when it comes to gaming, so collaborating with him is going to be very interesting.
On the Cthulhu front, there's a lot on its way. All I can say is watch this space (as well as official channels) as to exactly what, but there is much goodness in the pipeline: some old and refreshed, some brand spanking new.
As for conventions, I'm off to Bellevue again in just over a week for OrcaCon. I'm not expecting to do quite as many conventions as this year, but then I wasn't expecting to do quite so many this year either!
So, as the old year fades and the new one begins: be safe, be kind, and enjoy your games, and may the New Year bring you peace, happiness and contentment.
See you on the flipside!
Showing posts with label development. Show all posts
Showing posts with label development. Show all posts
Tuesday, 31 December 2019
Monday, 11 November 2019
Another One Bites the Dust
I was determined to get October’s blog post out as close to the end of the month, but the best laid plans, etc.
As you might have guessed, October was once again pretty busy. There was a lot of work for Chaosium: the usual litany of paperwork, proofing, approving, and editing. And I finally (by the end of the month, at least) got on to updating and editing a book I’ve been trying to update and edit since I went full time for the company in June!
Some projects are just like that: the overlooked child, if you will. They’re good projects, but they never seem to be quite as high a priority as other things, so they frequently get shunted to the end of the queue, meaning that they don’t get picked up again until other things quieten down - relatively speaking, at least. Still, I’m on it now, so hopefully nothing else crops up in the next month or so to distract me from it again...
October saw the first We Are All Us Day, in memory of the late and much missed Greg Stafford, founder of Chaosium and overall gaming mastermind. Chaosium released a free short scenario for each of its lines, and the Call of Cthulhu contribution was The Lightless Beacon by Leigh Carr, which I edited down from its previous incarnation as a convention scenario. If you haven’t already picked it up and are in need of a short filler scenario as a change of pace from your normal campaign, then I recommend you go and take a look - it’s a fun one.
I also ran a game at my friendly local board games cafe, Meeple Perk, for Greg Day (as it was unofficially called). Not Lightless Beacon as I’d already playtested the cut down version there - plus, my feeling has always been that if you’re getting a free game, do you really want me to run it for you in a shop or cafe somewhere? Why not take it home to share and enjoy with your own group instead? Spread the love/joy, etc. But maybe that’s just me...
Instead, I decided to design a short scenario actually based on something Greg had written - and he never actually wrote anything for Call of Cthulhu, so I had to get a little creative. I asked David Larkins, line editor for the King Arthur Pendragon game, if there was anything that might adapt nicely to CoC, and he came back to me with a few suggestions from the Great Pendragon Campaign. One of them was perfect, so I adapted it. And it ran very well. There’s a really strong contingent of role players at Meeple Perk, and it’s always a pleasure to run something new for them.
And then there was the annual pilgrimage to Neuhausen and the Kraken games convention. I was there as a guest again this year, and it’s always a fun one. There’s a very particular atmosphere you get at conventions where there really isn’t anywhere else for you to go, and the Kraken is always exceptionally well catered. It’s pretty fair to say that it’s a few days of eating and drinking with some serious outbreaks of gaming between meals.
I ran Church on the Hill (the Greg Day scenario) again at the Kraken, but with a few tweaks to see if it would work in another setting. Happily, it did, so it’ll be getting a proper write up at some point next year to act as an introductory scenario for yet another book we’re updating to 7th edition. No, not telling you which one, but there are six people you might be able to bribe to tell you! And I’m not telling you who they are, either...
Church on the Hill was another one of those serendipitous scenarios where the seed and the research collided beautifully. I’d thought of a location to use as a model, but had intended to twist it so it wasn’t set in a real place. But, having gone away and researched the real place (the rather wonderful Church of St Mary and St Hardulph at Breedon on the Hill, a village whose name literally translates as “Hill Hill on the Hill”), I decided that it couldn’t really be set anywhere else. Now all I need to do is actually visit the church. We’ve driven past it loads of times on the way to UK Games Expo, but never been to it. Those of you who know it are aware of how striking it is, clearly visible on its little hilltop, but its history is even more striking and well worth hunting out if you’re interested in the Anglo-Saxon period.
The last game I ran in October was back at Meeple Perk on Hallowe’en, when the cafe allowed a full-on Hardy takeover. My lovely husband ran a follow up to his very successful Alien game, while I got to finally run Untold: Adventures Await with the Scooby Doo set of Rory’s Story Cubes, something I’ve wanted to do on Hallowe’en ever since the game came out. As you can imagine, much hilarity ensued and my four players (taking on the roles of Fred, Daphne, Velma and Shaggy, with Scooby as Shaggy’s animal companion) created two very daft stories that were perfectly in keeping with the property as a whole.
And then it was November, but more on that next time. Although you’ll have to wait a little bit, as the monthly switch over takes place on Dragonmeet weekend and there are museums and stuff to visit...
As you might have guessed, October was once again pretty busy. There was a lot of work for Chaosium: the usual litany of paperwork, proofing, approving, and editing. And I finally (by the end of the month, at least) got on to updating and editing a book I’ve been trying to update and edit since I went full time for the company in June!
Some projects are just like that: the overlooked child, if you will. They’re good projects, but they never seem to be quite as high a priority as other things, so they frequently get shunted to the end of the queue, meaning that they don’t get picked up again until other things quieten down - relatively speaking, at least. Still, I’m on it now, so hopefully nothing else crops up in the next month or so to distract me from it again...
October saw the first We Are All Us Day, in memory of the late and much missed Greg Stafford, founder of Chaosium and overall gaming mastermind. Chaosium released a free short scenario for each of its lines, and the Call of Cthulhu contribution was The Lightless Beacon by Leigh Carr, which I edited down from its previous incarnation as a convention scenario. If you haven’t already picked it up and are in need of a short filler scenario as a change of pace from your normal campaign, then I recommend you go and take a look - it’s a fun one.
I also ran a game at my friendly local board games cafe, Meeple Perk, for Greg Day (as it was unofficially called). Not Lightless Beacon as I’d already playtested the cut down version there - plus, my feeling has always been that if you’re getting a free game, do you really want me to run it for you in a shop or cafe somewhere? Why not take it home to share and enjoy with your own group instead? Spread the love/joy, etc. But maybe that’s just me...
Instead, I decided to design a short scenario actually based on something Greg had written - and he never actually wrote anything for Call of Cthulhu, so I had to get a little creative. I asked David Larkins, line editor for the King Arthur Pendragon game, if there was anything that might adapt nicely to CoC, and he came back to me with a few suggestions from the Great Pendragon Campaign. One of them was perfect, so I adapted it. And it ran very well. There’s a really strong contingent of role players at Meeple Perk, and it’s always a pleasure to run something new for them.
And then there was the annual pilgrimage to Neuhausen and the Kraken games convention. I was there as a guest again this year, and it’s always a fun one. There’s a very particular atmosphere you get at conventions where there really isn’t anywhere else for you to go, and the Kraken is always exceptionally well catered. It’s pretty fair to say that it’s a few days of eating and drinking with some serious outbreaks of gaming between meals.
I ran Church on the Hill (the Greg Day scenario) again at the Kraken, but with a few tweaks to see if it would work in another setting. Happily, it did, so it’ll be getting a proper write up at some point next year to act as an introductory scenario for yet another book we’re updating to 7th edition. No, not telling you which one, but there are six people you might be able to bribe to tell you! And I’m not telling you who they are, either...
Church on the Hill was another one of those serendipitous scenarios where the seed and the research collided beautifully. I’d thought of a location to use as a model, but had intended to twist it so it wasn’t set in a real place. But, having gone away and researched the real place (the rather wonderful Church of St Mary and St Hardulph at Breedon on the Hill, a village whose name literally translates as “Hill Hill on the Hill”), I decided that it couldn’t really be set anywhere else. Now all I need to do is actually visit the church. We’ve driven past it loads of times on the way to UK Games Expo, but never been to it. Those of you who know it are aware of how striking it is, clearly visible on its little hilltop, but its history is even more striking and well worth hunting out if you’re interested in the Anglo-Saxon period.
The last game I ran in October was back at Meeple Perk on Hallowe’en, when the cafe allowed a full-on Hardy takeover. My lovely husband ran a follow up to his very successful Alien game, while I got to finally run Untold: Adventures Await with the Scooby Doo set of Rory’s Story Cubes, something I’ve wanted to do on Hallowe’en ever since the game came out. As you can imagine, much hilarity ensued and my four players (taking on the roles of Fred, Daphne, Velma and Shaggy, with Scooby as Shaggy’s animal companion) created two very daft stories that were perfectly in keeping with the property as a whole.
And then it was November, but more on that next time. Although you’ll have to wait a little bit, as the monthly switch over takes place on Dragonmeet weekend and there are museums and stuff to visit...
Labels:
Call of Cthulhu,
conventions,
development,
editing,
Kraken,
playtesting,
WeAreAllUsDay,
writing
Friday, 10 May 2019
Where Did April Go?
I knew there was something I had to do this month. Well, last month, but you know how these things go. But, having been ill for a week in April, I spent a lot of that month furiously attempting to play catch-up, and not entirely successfully.
The month started with me editing the updated edition of Katanas & Trenchcoats. Originally written as a gag and to raise money for a children's hospital, K&T riffs on Highlander and a lot of '80s and '90s over-the-top TV, cinema, music, and games to gloriously silly effect. And the new version may even be playable!
I edited a couple of the supplements for the first version, and they were always highly entertaining, although I did have to be careful with some of them because, never having watched Supernatural, I didn't necessarily get all of the jokes, so always had to check to make sure I wasn't ruining a gag with my cuts and changes. I can also squarely lay the blame for my love of the later Fast & Furious films at the game's door, because I had to watch them for research purposes to edit the car wizards supplement...
Plenty more stuff for Chaosium came sliding across my editorial desk, some of it ongoing sekkrit projects already hinted at on these pages, but also some new bits and bobs that will be out fairly soon as they're small but perfectly formed and can be slipped easily into the production schedule in a way that larger, more complex books can't be. Some of those larger, more complex projects are well on the way, though, so watch this space...
April also saw me in London for a semi-sekkrit meeting about a thing I've wanted to develop for a while. Can't say anything more than that at the moment, obviously, but keep your fingers crossed all the same. All I can say is that it's always very pleasant when someone who's work you enjoy turns out to be a thoroughly lovely person who you could easily spend hours gossiping away with.
The excursion also gave me an excuse to pop up to one of my favourite places in London: the Wellcome Collection - specifically, their Smoke and Mirrors exhibition about the psychology of magic. It being the Easter holidays, it was somewhat packed. There are also a lot of films you need to watch if you're going to get the most out of it, but even bimbling through in a short space of time is well worth it, especially if you run or play mystery RPGs.
Although my hieroglyphics class is currently on hiatus and doesn't return until mid-May, I did get to visit the Barker Research Library at Durham University on Easter Saturday to look at some wonderful 18th and 19th century books on Egypt brought out of storage for the North East Ancient Egypt Society by the wonderful librarians there. As well as some truly beautiful engravings of temples and artefacts, there was a fascinating report by Giovanni Battista Belzoni, former circus strongman turned Egyptologist (the sort of larger-than-life (quite literally, he was 6'7") character made for Call of Cthulhu and pretty much any other historical RPG you can think of), wherein he described crawling through a tomb full of mummies and accidentally crushing them when he had to stop for a rest, then had to stay there for another ten minutes or so to avoid breathing in too much of the mummy dust he'd just created...
I also ran another Call of Cthulhu game at my friendly local games cafe, Meeple Perk. This one was a repurposed scenario originally written for Vampire: the Masquerade some 20 years ago. It only got half-played at the time due to one of the players bringing their friend along to the game; a friend I didn't know who was a total rules-lawyer jerk who wouldn't stop complaining about all the mistakes I was making and how he would've done it much better seeing as he knew everything about V:tM (yes, that guy). I ditched Vampire entirely at that point because I was still too young and inexperienced to tell him where to get off and couldn't face trying to run the rest of my very Gothic, Durham-based (and heavily story-telling-based, as opposed to a "I iz powerful vampire wot can kill everythingz - worship me!" slaughter-fest) campaign with him in the room.
I'm pretty certain this particular scenario may have a slight curse attached to it, though, as things didn't exactly go smoothly to start with on the CoC run either, but by the end it all came together. Several decades of experience and teaching later, I think I can pretty much cope with most things gamers can throw at me, even if it takes a second or two to get my bearings. And there was a lot of laughter, so Breath of Angels is now part of my convention game roster for the next 12 months (at least). I'm not retiring After Dark just yet, but Scritch, Scratch is definitely out to pasture now.
I like to write a new scenario for conventions every year. As I move more into editing, I feel the need to keep my writing skills honed and to create my own thing, rather than purely developing and polishing other people's work. Having that impetus to create a thing for a specific purpose really helps, as well - there's no: "Oh, well, I don't really have time because X, so I won't bother." Because, as happened with this game, it's often more a case of: "Oh, floof, the game's next week? I thought I still had a fortnight to get something prepped! Write, woman! Write like the wind!"
(Which is where having extensive research notes on everything I've ever done also comes in really handy.)
And finally, I started editing a big campaign book for Blue Rose - the last of the big freelance projects still outstanding before I go pretty-much full-time at Chaosium in June. I like working on Blue Rose - the inclusivity and richness of the world is really appealing and the Green Ronin folks are always fun to work with.
So, there we go: another month done and dusted, even if the write-up was a little bit late in coming. Tune in next month (quite probably, knowing me) for what I got up to in May...
The month started with me editing the updated edition of Katanas & Trenchcoats. Originally written as a gag and to raise money for a children's hospital, K&T riffs on Highlander and a lot of '80s and '90s over-the-top TV, cinema, music, and games to gloriously silly effect. And the new version may even be playable!
I edited a couple of the supplements for the first version, and they were always highly entertaining, although I did have to be careful with some of them because, never having watched Supernatural, I didn't necessarily get all of the jokes, so always had to check to make sure I wasn't ruining a gag with my cuts and changes. I can also squarely lay the blame for my love of the later Fast & Furious films at the game's door, because I had to watch them for research purposes to edit the car wizards supplement...
Plenty more stuff for Chaosium came sliding across my editorial desk, some of it ongoing sekkrit projects already hinted at on these pages, but also some new bits and bobs that will be out fairly soon as they're small but perfectly formed and can be slipped easily into the production schedule in a way that larger, more complex books can't be. Some of those larger, more complex projects are well on the way, though, so watch this space...
April also saw me in London for a semi-sekkrit meeting about a thing I've wanted to develop for a while. Can't say anything more than that at the moment, obviously, but keep your fingers crossed all the same. All I can say is that it's always very pleasant when someone who's work you enjoy turns out to be a thoroughly lovely person who you could easily spend hours gossiping away with.
The excursion also gave me an excuse to pop up to one of my favourite places in London: the Wellcome Collection - specifically, their Smoke and Mirrors exhibition about the psychology of magic. It being the Easter holidays, it was somewhat packed. There are also a lot of films you need to watch if you're going to get the most out of it, but even bimbling through in a short space of time is well worth it, especially if you run or play mystery RPGs.
Although my hieroglyphics class is currently on hiatus and doesn't return until mid-May, I did get to visit the Barker Research Library at Durham University on Easter Saturday to look at some wonderful 18th and 19th century books on Egypt brought out of storage for the North East Ancient Egypt Society by the wonderful librarians there. As well as some truly beautiful engravings of temples and artefacts, there was a fascinating report by Giovanni Battista Belzoni, former circus strongman turned Egyptologist (the sort of larger-than-life (quite literally, he was 6'7") character made for Call of Cthulhu and pretty much any other historical RPG you can think of), wherein he described crawling through a tomb full of mummies and accidentally crushing them when he had to stop for a rest, then had to stay there for another ten minutes or so to avoid breathing in too much of the mummy dust he'd just created...
I also ran another Call of Cthulhu game at my friendly local games cafe, Meeple Perk. This one was a repurposed scenario originally written for Vampire: the Masquerade some 20 years ago. It only got half-played at the time due to one of the players bringing their friend along to the game; a friend I didn't know who was a total rules-lawyer jerk who wouldn't stop complaining about all the mistakes I was making and how he would've done it much better seeing as he knew everything about V:tM (yes, that guy). I ditched Vampire entirely at that point because I was still too young and inexperienced to tell him where to get off and couldn't face trying to run the rest of my very Gothic, Durham-based (and heavily story-telling-based, as opposed to a "I iz powerful vampire wot can kill everythingz - worship me!" slaughter-fest) campaign with him in the room.
I'm pretty certain this particular scenario may have a slight curse attached to it, though, as things didn't exactly go smoothly to start with on the CoC run either, but by the end it all came together. Several decades of experience and teaching later, I think I can pretty much cope with most things gamers can throw at me, even if it takes a second or two to get my bearings. And there was a lot of laughter, so Breath of Angels is now part of my convention game roster for the next 12 months (at least). I'm not retiring After Dark just yet, but Scritch, Scratch is definitely out to pasture now.
I like to write a new scenario for conventions every year. As I move more into editing, I feel the need to keep my writing skills honed and to create my own thing, rather than purely developing and polishing other people's work. Having that impetus to create a thing for a specific purpose really helps, as well - there's no: "Oh, well, I don't really have time because X, so I won't bother." Because, as happened with this game, it's often more a case of: "Oh, floof, the game's next week? I thought I still had a fortnight to get something prepped! Write, woman! Write like the wind!"
(Which is where having extensive research notes on everything I've ever done also comes in really handy.)
And finally, I started editing a big campaign book for Blue Rose - the last of the big freelance projects still outstanding before I go pretty-much full-time at Chaosium in June. I like working on Blue Rose - the inclusivity and richness of the world is really appealing and the Green Ronin folks are always fun to work with.
So, there we go: another month done and dusted, even if the write-up was a little bit late in coming. Tune in next month (quite probably, knowing me) for what I got up to in May...
Labels:
Blue Rose,
Call of Cthulhu,
Chaosium,
conventions,
development,
editing,
gaming,
Green Ronin,
hieroglyphics,
rpg,
writing
Sunday, 31 March 2019
Marching On
You'll probably be unsurprised to hear that March was a busy month here in the writing hovel. As well as moving up to the advanced class in hieroglyphics, the last few weeks have seen a few changes, the biggest of which is that my contract with Chaosium is now on a full-time, permanent basis.
I think I can safely say that, when I sent those early Talislanta scenarios off to Wizards of the Coast, I never envisaged that, 25+ years later, I'd be working for one of the most iconic gaming companies in the field. As I think I said 18 months or so ago when I was first taken on as Assistant Line Editor for Call of Cthulhu, it's a great honour to be able to bring old classics to a new audience and develop new material for such a well-loved, and respected, game. Plus, I get to work with some wonderful people. I still have a lot to learn, but I know Mike (Mason) will steer me in the right direction!
I actually managed to get to one of the North East Ancient Egypt Society meetings this month. (Usually I'm away or already booked for something else.) This one was about the recent findings at Deir el Medina, the craftsmen's village for the Valleys of the Kings and Queens. The most fascinating part of the talk was about the partial mummies they discovered, particularly the torso of a woman with numerous symmetrical tattoos, and the disarticulated woman's thighs with a tattooed lotus flower garter belt. So, as you can imagine, that set the old brain a-whirring...
I've been working on numerous game-related things this month, most of which I can't tell you much about, but it included more development work, sending things out for proofing and compiling things into new collections, along with some more art and map direction. And things are only likely to get even busier as I move into my updated role.
The other highlight of the month was, of course, my trip to Berlin for the company summit, followed by CarcosaCon. It's always fun to be back in Berlin, and this time, we got to release the Berlin: the Wicked City sourcebook PDF while we were there. (Where we were staying for the summit was in the same area the first scenario in the book is set, so we all wandered down to the Elephant Gate at the Zoologischer Garten to take some celebratory photos!)
Held in the wonderful Zamek Czocha, CarcosaCon was the first Call of Cthulhu convention run by the lovely people at Black Monk Games, Chaosium's Polish-language licensees. Funnily enough, my husband, Richard, had already been there three times for various College of Wizardry LARPs over the last two years, so I was aware of what a spectacular venue it was, but it was even better to see it up close and personal, rather than just through photographs.
If you're going to hold a horror game convention in a castle, then it really needs to have secret passageways. Czocha has loads of them, often hidden behind movable bookshelves. It was always lovely to see gamers pop out from a bookcase, dirty great grins plastered across their faces.
You also need dungeons and wine cellars, spiral staircases, a mirror room, lots of portraits of people who are probably definitely not vampires (honest), a tower with a narrow, winding staircase and amazing views, a well in which to drown unfaithful wives, an actual oubliette and a small horde of cats and bats. And a gazebo, which, because of the wonderful sunny weather, you can sit out in and play games. (And yes, there were a couple of Knights of the Dinner Table gazebo jokes - this was a games convention, after all)
As is always the case at these conventions, I was lucky enough to spend time with some old friends and have the opportunity to make new ones in between panels, interviews, running a game and the copious quantities of good, hearty food served up by the castle's catering staff. The Polish Cthulhu players were a wonderful bunch, as were all the other gamers, some of whom had travelled quite a way to be there.
I also got to know Andrew and Sean from the HP Lovecraft Historical Society, who are responsible for the jaw-dropping Masks of Nyarlathotep Gamer Props Set and the wonderful Call of Cthulhu and Whisper in Darkness movies, both of which they showed in the library at the castle over the course of the convention. I also got to hear the opening act of their beautifully produced Masks of Nyarlathotep radio play - it's always a bit odd to hear dramatizations and live-plays of things you've worked on, but I'm thoroughly enjoying listening to the rest of this one now I'm home.
So, April is going to largely be a month of finishing off outstanding projects for other companies, but that's a tale for another day...
I think I can safely say that, when I sent those early Talislanta scenarios off to Wizards of the Coast, I never envisaged that, 25+ years later, I'd be working for one of the most iconic gaming companies in the field. As I think I said 18 months or so ago when I was first taken on as Assistant Line Editor for Call of Cthulhu, it's a great honour to be able to bring old classics to a new audience and develop new material for such a well-loved, and respected, game. Plus, I get to work with some wonderful people. I still have a lot to learn, but I know Mike (Mason) will steer me in the right direction!
I actually managed to get to one of the North East Ancient Egypt Society meetings this month. (Usually I'm away or already booked for something else.) This one was about the recent findings at Deir el Medina, the craftsmen's village for the Valleys of the Kings and Queens. The most fascinating part of the talk was about the partial mummies they discovered, particularly the torso of a woman with numerous symmetrical tattoos, and the disarticulated woman's thighs with a tattooed lotus flower garter belt. So, as you can imagine, that set the old brain a-whirring...
I've been working on numerous game-related things this month, most of which I can't tell you much about, but it included more development work, sending things out for proofing and compiling things into new collections, along with some more art and map direction. And things are only likely to get even busier as I move into my updated role.
The other highlight of the month was, of course, my trip to Berlin for the company summit, followed by CarcosaCon. It's always fun to be back in Berlin, and this time, we got to release the Berlin: the Wicked City sourcebook PDF while we were there. (Where we were staying for the summit was in the same area the first scenario in the book is set, so we all wandered down to the Elephant Gate at the Zoologischer Garten to take some celebratory photos!)
Held in the wonderful Zamek Czocha, CarcosaCon was the first Call of Cthulhu convention run by the lovely people at Black Monk Games, Chaosium's Polish-language licensees. Funnily enough, my husband, Richard, had already been there three times for various College of Wizardry LARPs over the last two years, so I was aware of what a spectacular venue it was, but it was even better to see it up close and personal, rather than just through photographs.
If you're going to hold a horror game convention in a castle, then it really needs to have secret passageways. Czocha has loads of them, often hidden behind movable bookshelves. It was always lovely to see gamers pop out from a bookcase, dirty great grins plastered across their faces.
You also need dungeons and wine cellars, spiral staircases, a mirror room, lots of portraits of people who are probably definitely not vampires (honest), a tower with a narrow, winding staircase and amazing views, a well in which to drown unfaithful wives, an actual oubliette and a small horde of cats and bats. And a gazebo, which, because of the wonderful sunny weather, you can sit out in and play games. (And yes, there were a couple of Knights of the Dinner Table gazebo jokes - this was a games convention, after all)
As is always the case at these conventions, I was lucky enough to spend time with some old friends and have the opportunity to make new ones in between panels, interviews, running a game and the copious quantities of good, hearty food served up by the castle's catering staff. The Polish Cthulhu players were a wonderful bunch, as were all the other gamers, some of whom had travelled quite a way to be there.
I also got to know Andrew and Sean from the HP Lovecraft Historical Society, who are responsible for the jaw-dropping Masks of Nyarlathotep Gamer Props Set and the wonderful Call of Cthulhu and Whisper in Darkness movies, both of which they showed in the library at the castle over the course of the convention. I also got to hear the opening act of their beautifully produced Masks of Nyarlathotep radio play - it's always a bit odd to hear dramatizations and live-plays of things you've worked on, but I'm thoroughly enjoying listening to the rest of this one now I'm home.
So, April is going to largely be a month of finishing off outstanding projects for other companies, but that's a tale for another day...
Labels:
Berlin,
Call of Cthulhu,
CarcosaCon,
castles,
Chaosium,
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hieroglyphics,
interview,
Masks,
rpg
Tuesday, 5 March 2019
A Little Bit of This, A Little Bit of That
I very nearly managed to write this blog post on the last day of February, but then I got sidetracked - something which happens all too often when I'm dotting about between projects. And February was definitely a month of dotting about, with a bit of snow thrown in for good measure.
On the work front, I was back on tinkering with Children of Fear. It's gone out for a (hopefully) final round of independent playtesting and two very kind Vajrayana Buddhists I know through Twitter offered to proof read it for me to make sure I hadn't got my wires crossed or written anything heinous and/or insensitive. Their feedback was both fascinating to read and very helpful in tweaking some points and clarifying others. Sadly, due to space considerations, not everything they mentioned made it into the updated version, but I've worked in what I can.
I was also finishing up a writing assignment for Call of Cthulhu and the Cthulhu by Gaslight update, as well as continuing development work with the author and playtesters of Sekkrit Project 3. (Sekkrit Projects 1 and 2 are so secret and the last few months have been such a whirl that even I can't remember what they are, so we're all safe - for the moment...)
Having said I can't remember what the Sekkrit Projects are, I may well have been working on one of them for part of February, which basically involved getting everything into the house template document and prepping it for updating and editing. Then there was a bit of a sideways swerve on the last day of the month onto what shall henceforth be known as Sekkrit Project 4 (providing I can remember what that is next time I come to write about it), which is sort of more of the same while also sharing some similarities with SP3...
Needless to say, we have a lot of stuff in the pipeline for Call of Cthulhu, and we're all beavering away to make sure that you're all kept fully stocked with lovely, tentacley goodness. (And Secrets of Berlin is looking amazing, by the way.)
I also got to run some Call of Cthulhu in February as well! Our friendly local board games cafe, Meeple Perk, now runs an RPG night on Tuesdays. While D&D is very popular, they also aim to offer a bit of variation for those who don't want to play it, and I was asked to do a spot of guest GMing last week as part of the alternative game roster. I went with After Dark, my current go-to convention scenario, which is always a lot of fun and highly appropriate given that it's set in February.
I had a great evening, and one of the players was the wife of someone who came along to the launch party in January Her husband had insisted she should come play in my game as he'd had such fun at the previous event, which is always lovely to hear. What's even more wonderful about the launch party is that several of the people who attended (including the gentleman just mentioned) have now got together and run a fortnightly Call of Cthulhu game at Meeple Perk! As I pop in after hieroglyphics class on a Wednesday, I get to go and say hello to them and see how they're doing (usually lots of death and madness, you'll be unsuprised to hear), which makes me very happy indeed!
Speaking of hieroglyphics, I treated myself to a trip to London to visit the Petrie Museum again. I managed something of a flying visit there in December before Dragonmeet, but this time I went properly prepared with my hieroglyphics books and spent a very happy afternoon sitting on the floor translating funerary offerings.
Needless to say, that generated quite a bit of interest from other museum visitors (and staff), so I also got to explain what some of the objects said, especially the one with the spell for conjuring items to take into the afterlife with you. One little boy very solemnly informed me that he would want all the Transformers toys and all the games consoles waiting for him in the afterlife, except for the PS2 (because he already had one of those). His dad looked slightly mortified, but it seemed a pretty reasonable request to me!
As I still had a bit of time on my hands before my train home, I wandered along to the Senate House Library and their Staging Magic exhibition. This tiny but excellent exhibition is nestled between various reading rooms and sections of the fourth-floor library and, even more interesting for someone in my line of work, is composed of books from Harry Price's personal collection on the history of stage magic. There's even a short piece of film of Price performing the goat transforming ritual at Brocken!
February also gave me the opportunity to give two talks: one with my gaming hat on, the other wearing my embroiderer's hat. The first took me to Hexham, where I delivered a talk on the history of Assisi Work to the ladies of the Hexham Embroiderers Guild. They're always a lovely bunch to visit, and, thankfully, the snow had decided to fall the week previous to my visit and had cleared itself away by the time I got there. (One year, we had to abandon the December meeting I was running a workshop at due to the sudden onset of blizzard conditions.) Apparently, one of the reasons I get asked to go up in the winter is because I'm not afraid to venture out that far when there's a danger of dodgy weather! (A lot of the other local speakers won't.)
The other talk was with the students on the Writing and Editing for Gaming course at Taylor University, Indiana, run by my old friend and former colleague at Modiphius, T.R. Knight. This is my second appearance, and I trundle along to chat about writing and editing and being a woman in the gaming industry. As before, it was lovely to talk to the students and answer their questions. I personally believe that part of my role in the industry is to mentor and encourage fresh blood so that there is a new generation ready and able to pick up where us old fogies leave off, so having the opportunity to do something like this is important to me, as well as being a great honour and privilege.
The last thing (pretty much) that I did in February was go to see the touring production of The Mousetrap. I've been meaning to try to get to see this in London for years, just never quite got round to it. So when I found out it was coming to a local theatre, I bought tickets. Those of you who know me know I love my cosy and historical murder mysteries, and Dame Agatha is one of the finest proponents in the field - although it's important to remember that her stories were written as contemporary pieces, something we tend to forget now.
Yes, I figured out who the baddy was almost immediately (no, I'm not saying who it was - and they ask you not to tell as they take their curtain call at the end) because I've watched and read far too much Christie not to spot them, but I enjoyed it immensely nevertheless. There was a good deal more humour in it than I was expecting, including Christie poking fun at her own tropes and tricks, and it evoked the 1950s very well. (The play originally opened in 1952 and is the longest running stage production in the world, if I recall correctly.)
But even there, I couldn't get away from the day job, as one of the actresses (Harriett Hare) is also a voiceover artist for Games Workshop's YouTube channel!
Gaming - it gets everywhere...
On the work front, I was back on tinkering with Children of Fear. It's gone out for a (hopefully) final round of independent playtesting and two very kind Vajrayana Buddhists I know through Twitter offered to proof read it for me to make sure I hadn't got my wires crossed or written anything heinous and/or insensitive. Their feedback was both fascinating to read and very helpful in tweaking some points and clarifying others. Sadly, due to space considerations, not everything they mentioned made it into the updated version, but I've worked in what I can.
I was also finishing up a writing assignment for Call of Cthulhu and the Cthulhu by Gaslight update, as well as continuing development work with the author and playtesters of Sekkrit Project 3. (Sekkrit Projects 1 and 2 are so secret and the last few months have been such a whirl that even I can't remember what they are, so we're all safe - for the moment...)
Having said I can't remember what the Sekkrit Projects are, I may well have been working on one of them for part of February, which basically involved getting everything into the house template document and prepping it for updating and editing. Then there was a bit of a sideways swerve on the last day of the month onto what shall henceforth be known as Sekkrit Project 4 (providing I can remember what that is next time I come to write about it), which is sort of more of the same while also sharing some similarities with SP3...
Needless to say, we have a lot of stuff in the pipeline for Call of Cthulhu, and we're all beavering away to make sure that you're all kept fully stocked with lovely, tentacley goodness. (And Secrets of Berlin is looking amazing, by the way.)
I also got to run some Call of Cthulhu in February as well! Our friendly local board games cafe, Meeple Perk, now runs an RPG night on Tuesdays. While D&D is very popular, they also aim to offer a bit of variation for those who don't want to play it, and I was asked to do a spot of guest GMing last week as part of the alternative game roster. I went with After Dark, my current go-to convention scenario, which is always a lot of fun and highly appropriate given that it's set in February.
I had a great evening, and one of the players was the wife of someone who came along to the launch party in January Her husband had insisted she should come play in my game as he'd had such fun at the previous event, which is always lovely to hear. What's even more wonderful about the launch party is that several of the people who attended (including the gentleman just mentioned) have now got together and run a fortnightly Call of Cthulhu game at Meeple Perk! As I pop in after hieroglyphics class on a Wednesday, I get to go and say hello to them and see how they're doing (usually lots of death and madness, you'll be unsuprised to hear), which makes me very happy indeed!
Speaking of hieroglyphics, I treated myself to a trip to London to visit the Petrie Museum again. I managed something of a flying visit there in December before Dragonmeet, but this time I went properly prepared with my hieroglyphics books and spent a very happy afternoon sitting on the floor translating funerary offerings.
Needless to say, that generated quite a bit of interest from other museum visitors (and staff), so I also got to explain what some of the objects said, especially the one with the spell for conjuring items to take into the afterlife with you. One little boy very solemnly informed me that he would want all the Transformers toys and all the games consoles waiting for him in the afterlife, except for the PS2 (because he already had one of those). His dad looked slightly mortified, but it seemed a pretty reasonable request to me!
As I still had a bit of time on my hands before my train home, I wandered along to the Senate House Library and their Staging Magic exhibition. This tiny but excellent exhibition is nestled between various reading rooms and sections of the fourth-floor library and, even more interesting for someone in my line of work, is composed of books from Harry Price's personal collection on the history of stage magic. There's even a short piece of film of Price performing the goat transforming ritual at Brocken!
February also gave me the opportunity to give two talks: one with my gaming hat on, the other wearing my embroiderer's hat. The first took me to Hexham, where I delivered a talk on the history of Assisi Work to the ladies of the Hexham Embroiderers Guild. They're always a lovely bunch to visit, and, thankfully, the snow had decided to fall the week previous to my visit and had cleared itself away by the time I got there. (One year, we had to abandon the December meeting I was running a workshop at due to the sudden onset of blizzard conditions.) Apparently, one of the reasons I get asked to go up in the winter is because I'm not afraid to venture out that far when there's a danger of dodgy weather! (A lot of the other local speakers won't.)
The other talk was with the students on the Writing and Editing for Gaming course at Taylor University, Indiana, run by my old friend and former colleague at Modiphius, T.R. Knight. This is my second appearance, and I trundle along to chat about writing and editing and being a woman in the gaming industry. As before, it was lovely to talk to the students and answer their questions. I personally believe that part of my role in the industry is to mentor and encourage fresh blood so that there is a new generation ready and able to pick up where us old fogies leave off, so having the opportunity to do something like this is important to me, as well as being a great honour and privilege.
The last thing (pretty much) that I did in February was go to see the touring production of The Mousetrap. I've been meaning to try to get to see this in London for years, just never quite got round to it. So when I found out it was coming to a local theatre, I bought tickets. Those of you who know me know I love my cosy and historical murder mysteries, and Dame Agatha is one of the finest proponents in the field - although it's important to remember that her stories were written as contemporary pieces, something we tend to forget now.
Yes, I figured out who the baddy was almost immediately (no, I'm not saying who it was - and they ask you not to tell as they take their curtain call at the end) because I've watched and read far too much Christie not to spot them, but I enjoyed it immensely nevertheless. There was a good deal more humour in it than I was expecting, including Christie poking fun at her own tropes and tricks, and it evoked the 1950s very well. (The play originally opened in 1952 and is the longest running stage production in the world, if I recall correctly.)
But even there, I couldn't get away from the day job, as one of the actresses (Harriett Hare) is also a voiceover artist for Games Workshop's YouTube channel!
Gaming - it gets everywhere...
Labels:
Call of Cthulhu,
Children of Fear,
development,
editing,
gaming,
hieroglyphics,
magic,
museums,
rpg,
writing
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)
Others:
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)
Conventions:
OrcaCon
Mini-Kraken
UK Games Expo
Free RPG Day
Continuum
Necronomicon Discord Charity Fundraiser
Kraken
AetherCon
Steampunks in Space
Dragonmeet
(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!)
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)
Others:
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)
Conventions:
OrcaCon
Mini-Kraken
UK Games Expo
Free RPG Day
Continuum
Necronomicon Discord Charity Fundraiser
Kraken
AetherCon
Steampunks in Space
Dragonmeet
(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!)
Labels:
Call of Cthulhu,
Chaosium,
Children of Fear,
Continuum,
conventions,
development,
editing,
Free RPG Day,
gaming,
Green Ronin,
interview,
Kraken,
OrcaCon,
playtesting,
releases,
rpg,
steampunk,
writing
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.
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.
Labels:
Chaosium,
development,
editing,
gaming,
Green Ronin,
LARP,
rpg,
World War II
Friday, 4 May 2018
In Like a Lion
Once again, it's been a busy month here in the writing hovel. As you can see, I didn't quite manage to get two blog posts out in April, largely due to spending the last weekend of it in Prague with my lovely husband, Richard, on a belated 20th wedding anniversary holiday.
Prague was wonderful, and so inspiring. Steeped in myth and legend, the city gave rise to the golem and was home to loads of hidden alchemy laboratories during the reign of Rudolf II. We even got to visit one that was rediscovered during massive flooding in the city in around 2000 - great fun, and pretty spooky!
Along with its history, Prague has some amazing buildings. Not only are many of them painted with fabulous designs or trompe l'oeil, a lot have Art Noveau decorations, or just out-and-out odd things (plaques and statues) mounted on them - like the one we found of a duck-billed snake! The city is also home to two buildings containing beautiful libraries: the Klementinum and the Strahov Monastery. Although they won't let you into the libraries for a good rummage, you can gaze upon their magnificence, and the Klementinum tour also involves climbing several spiral staircases and rickety wooden stairs (almost ladders in some sections) to get to the top of the astronomical tower, where there are fantastic views over the city.
Another absolute gem was hidden in the grounds of the Petrin, Prague's hilltop park, complete with mini Eiffel Tower from the city's 1891 Exposition. Of course, I'm talking about the Magical Cavern, home of artist Reon Argondian's gloriously over-the-top artwork. If you want some seriously psychedelic and mind-bending images to inspire your scenarios (especially Dreamlands-based ones), take a peep at his gallery... As the first tourist attraction we went to in Prague, this place really got our trip off to a flying start!
Apparently, one of the things I said most over the weekend was "Oo, this would make an awesome setting for a scenario!" Perhaps one day...
In work terms, though, April continued to see progress on Masks of Nyarlathotep. It's going to be a whopper, and no mistake. As I mentioned in the last blog post, going through such a luscious book with a fine-tooth comb is a long, slow process and even then, there will be things we miss. As a friend of mine says, books aren't so much released as escape into the wild when you turn your back for a moment. Still, hopefully we've caught most of the big things!
Besides that, I'm back on editing duty for Green Ronin. At the moment, I'm working on the Aldis City Sourcebook, and it's always a pleasure to dive back into the world of Aldea. The book details the city of the Blue Rose and its eclectic inhabitants, as well as providing some interesting new mechanics to support game play in the world (as discussed in Joe's article) and a very sweet scenario by the wonderful Steve Kenson. My official title as editor on the Blue Rose gaming line is "Benevolent Dictator in Chief," a role I take very seriously indeed! The book is shaping up very nicely, and I'll be continuing to work on it through May.
Sadly, the Kickstarter I mentioned in the last blog post didn't fund. It's always disappointing when interesting projects don't come to fruition, but people only have so much time and money to devote to supporting creators, so it's understandable that not everything is going to get made - at least not yet. Which is what makes it even more frustrating when projects do fund, you submit your work, and never hear another thing from the developer, only vague rumours years later that you have to follow up on the campaign's public announcements page (and even then, you still have no idea what's really going on).
This brings me back to something I've mentioned before, and certainly touched on in the #AprilTTRPGMaker thread over on Twitter: communication is key. Yes, things go wrong, and real life has a nasty habit of getting in the way of projects that are often run parallel to people's day jobs, but not talking to people about those problems, pretending they're not happening, or just disappearing altogether, helps no one. On the whole, people are very understanding and forgiving if you keep them informed about what's going on. But not knowing? That just leads to mistrust in the long run, and makes people very wary of supporting you again in the future.
But, on a happier note: the sun is shining and it's time for a cup of tea. May promises to be another busy month as we gear up for the start of the summer convention season and trying to get various projects finished off and back to the publishers. Now all I need to do is get my new convention scenario written...
Prague was wonderful, and so inspiring. Steeped in myth and legend, the city gave rise to the golem and was home to loads of hidden alchemy laboratories during the reign of Rudolf II. We even got to visit one that was rediscovered during massive flooding in the city in around 2000 - great fun, and pretty spooky!
Along with its history, Prague has some amazing buildings. Not only are many of them painted with fabulous designs or trompe l'oeil, a lot have Art Noveau decorations, or just out-and-out odd things (plaques and statues) mounted on them - like the one we found of a duck-billed snake! The city is also home to two buildings containing beautiful libraries: the Klementinum and the Strahov Monastery. Although they won't let you into the libraries for a good rummage, you can gaze upon their magnificence, and the Klementinum tour also involves climbing several spiral staircases and rickety wooden stairs (almost ladders in some sections) to get to the top of the astronomical tower, where there are fantastic views over the city.
Another absolute gem was hidden in the grounds of the Petrin, Prague's hilltop park, complete with mini Eiffel Tower from the city's 1891 Exposition. Of course, I'm talking about the Magical Cavern, home of artist Reon Argondian's gloriously over-the-top artwork. If you want some seriously psychedelic and mind-bending images to inspire your scenarios (especially Dreamlands-based ones), take a peep at his gallery... As the first tourist attraction we went to in Prague, this place really got our trip off to a flying start!
Apparently, one of the things I said most over the weekend was "Oo, this would make an awesome setting for a scenario!" Perhaps one day...
In work terms, though, April continued to see progress on Masks of Nyarlathotep. It's going to be a whopper, and no mistake. As I mentioned in the last blog post, going through such a luscious book with a fine-tooth comb is a long, slow process and even then, there will be things we miss. As a friend of mine says, books aren't so much released as escape into the wild when you turn your back for a moment. Still, hopefully we've caught most of the big things!
Besides that, I'm back on editing duty for Green Ronin. At the moment, I'm working on the Aldis City Sourcebook, and it's always a pleasure to dive back into the world of Aldea. The book details the city of the Blue Rose and its eclectic inhabitants, as well as providing some interesting new mechanics to support game play in the world (as discussed in Joe's article) and a very sweet scenario by the wonderful Steve Kenson. My official title as editor on the Blue Rose gaming line is "Benevolent Dictator in Chief," a role I take very seriously indeed! The book is shaping up very nicely, and I'll be continuing to work on it through May.
Sadly, the Kickstarter I mentioned in the last blog post didn't fund. It's always disappointing when interesting projects don't come to fruition, but people only have so much time and money to devote to supporting creators, so it's understandable that not everything is going to get made - at least not yet. Which is what makes it even more frustrating when projects do fund, you submit your work, and never hear another thing from the developer, only vague rumours years later that you have to follow up on the campaign's public announcements page (and even then, you still have no idea what's really going on).
This brings me back to something I've mentioned before, and certainly touched on in the #AprilTTRPGMaker thread over on Twitter: communication is key. Yes, things go wrong, and real life has a nasty habit of getting in the way of projects that are often run parallel to people's day jobs, but not talking to people about those problems, pretending they're not happening, or just disappearing altogether, helps no one. On the whole, people are very understanding and forgiving if you keep them informed about what's going on. But not knowing? That just leads to mistrust in the long run, and makes people very wary of supporting you again in the future.
But, on a happier note: the sun is shining and it's time for a cup of tea. May promises to be another busy month as we gear up for the start of the summer convention season and trying to get various projects finished off and back to the publishers. Now all I need to do is get my new convention scenario written...
Labels:
Blue Rose,
development,
editing,
Green Ronin,
Masks,
rpg,
writing
Friday, 23 February 2018
All a Bit Hush Hush
Well, I did say I was going to try and be good this year about writing blog posts, so let's get this month's installment committed to electronic paper.
Which might be a little bit difficult, seeing as most of what I've been working on hasn't actually been announced to the public yet.
Ah, well!
So, what can I actually tell you?
First: Playtesting and tweaking is ongoing for the Children of Fear campaign that I've been beavering away on in one form or other now for the last couple of years. For fairly obvious reasons (i.e. Masks of Nyarlathotep), Children of Fear had to take a backseat for almost a year while we updated and refined such an important piece of Call of Cthulhu gaming history.
And while being asked to work on Masks was thrilling, it was also rather daunting, precisely because it is so beloved. Not that you say no to such opportunities - they only come along once in your career, if you're lucky. And hopefully everyone who is waiting for Children of Fear will let me off once they've seen what myself, Mike Mason, Scott Dorward and Paul Fricker helped usher into the world (along with the lovely Nick Nacario and all the insanely talented artists and cartographers who have contributed to the book).
Playtesting can be a difficult, if ultimately rewarding, experience. If you're lucky, it all goes smoothly but, more often than not, it highlights something you knew, deep down, wasn't quite working the way you'd hoped or - worse - just isn't working at all. But, with a good, honest bunch of playtesters, you can fix those problems and make things so much better than they were. That doesn't necessarily mean it isn't a somewhat terrifying procedure to put yourself through, especially when you know people are eagerly awaiting the finished product (and that's certainly the impression I got from all the enthusiastic people who came by the Chaosium booth at Necronomicon last year to ask me why I hadn't finished it yet!). All writers need to be able to kill their darlings, but that doesn't always mean it's an easy thing to do.
Having playtesters you trust helps enormously, and I am blessed to have a lovely group in America (run by the wonderful Heidi) and my own bunch of Wednesday night reprobates here. (Hi, folks!) Sometimes they may say things I might not want to hear, but their experience and knowledge makes their input invaluable and much appreciated, because it is very easy to get too close to your work and end up lost in it, particularly big projects you've been working on for a long time.
Second: Um, this is where it needs to get bit vague. Earlier in the month, with my Assistant Editor's hat on, I finished up something for Call of Cthulhu that I think you'll all be excited by, but I can't actually tell you what it is just yet.
Third: Another vague one. I spruced up a pitch for a scenario for a games company (not Chaosium) and am waiting back to hear on whether or not they want to pick up the final version. It's been a bit of a long haul this one, just on a much smaller scale to Children of Fear (they were both originally mooted at the same Gen Con back in 2015). It had been a year since I'd last done any work on this pitch, and it always takes a bit of time to get back into the swing of things, especially when a different rules set is involved. So, watch this space on that one.
Fourth: More vagueness. Back with my Assistant Editor's hat on again, I've just finished a read through on a book under development, to give my opinion on what we can do to get it finished and out there for all of you to get your teeth stuck into. Again, watch this space!
Fifth: You'll find out about this one pretty soon. It's for Call of Cthulhu, and I'm quite excited about this one. (Not that I'm not excited about pretty much everything I work on, but you'll understand when you see what it is...)
Sixth: Mentoring. I've spent a bit of time this month mentoring a young lady who's entering the gaming profession on the production side, having been a gamer for years. We're into multiple generations of gamers now, and those of us who are working in the industry need to keep an eye out for the people who will, ultimately, replace us, and help them find their feet, be they writers, artists, or graphic designers. Hopefully I'm not telling her a load of old tosh!
Seventh: Embroidery! Yes, as well as writing and editing, I also teach traditional hand embroidery techniques and give talks on them to various groups, such as the Embroiderers Guild. This month is particularly busy, largely because I'm daft enough to take my car out into the wilds of Northumberland in the middle of winter, regardless of the weather. (Not all tutors are quite so adventurous, it seems.) I've already been to Hexham so far this month to give a talk on a traditional Norwegian technique known as Hardanger work (which I'll be repeating on Monday at Ponteland), and tomorrow I'm off to Hartlepool to teach an all-day workshop on a traditional Indian form of quilting, known as kantha.
As for next month: we'll see. I'm expecting in two editing projects from different companies, and there's this small matter of getting Children of Fear finished (although that's going to take a few more months just yet - sorry). There's also Airecon, which we may pop down to for the day. There's undoubtedly something else - there always is! - but, for the moment, I think that will do nicely.
Which might be a little bit difficult, seeing as most of what I've been working on hasn't actually been announced to the public yet.
Ah, well!
So, what can I actually tell you?
First: Playtesting and tweaking is ongoing for the Children of Fear campaign that I've been beavering away on in one form or other now for the last couple of years. For fairly obvious reasons (i.e. Masks of Nyarlathotep), Children of Fear had to take a backseat for almost a year while we updated and refined such an important piece of Call of Cthulhu gaming history.
And while being asked to work on Masks was thrilling, it was also rather daunting, precisely because it is so beloved. Not that you say no to such opportunities - they only come along once in your career, if you're lucky. And hopefully everyone who is waiting for Children of Fear will let me off once they've seen what myself, Mike Mason, Scott Dorward and Paul Fricker helped usher into the world (along with the lovely Nick Nacario and all the insanely talented artists and cartographers who have contributed to the book).
Playtesting can be a difficult, if ultimately rewarding, experience. If you're lucky, it all goes smoothly but, more often than not, it highlights something you knew, deep down, wasn't quite working the way you'd hoped or - worse - just isn't working at all. But, with a good, honest bunch of playtesters, you can fix those problems and make things so much better than they were. That doesn't necessarily mean it isn't a somewhat terrifying procedure to put yourself through, especially when you know people are eagerly awaiting the finished product (and that's certainly the impression I got from all the enthusiastic people who came by the Chaosium booth at Necronomicon last year to ask me why I hadn't finished it yet!). All writers need to be able to kill their darlings, but that doesn't always mean it's an easy thing to do.
Having playtesters you trust helps enormously, and I am blessed to have a lovely group in America (run by the wonderful Heidi) and my own bunch of Wednesday night reprobates here. (Hi, folks!) Sometimes they may say things I might not want to hear, but their experience and knowledge makes their input invaluable and much appreciated, because it is very easy to get too close to your work and end up lost in it, particularly big projects you've been working on for a long time.
Second: Um, this is where it needs to get bit vague. Earlier in the month, with my Assistant Editor's hat on, I finished up something for Call of Cthulhu that I think you'll all be excited by, but I can't actually tell you what it is just yet.
Third: Another vague one. I spruced up a pitch for a scenario for a games company (not Chaosium) and am waiting back to hear on whether or not they want to pick up the final version. It's been a bit of a long haul this one, just on a much smaller scale to Children of Fear (they were both originally mooted at the same Gen Con back in 2015). It had been a year since I'd last done any work on this pitch, and it always takes a bit of time to get back into the swing of things, especially when a different rules set is involved. So, watch this space on that one.
Fourth: More vagueness. Back with my Assistant Editor's hat on again, I've just finished a read through on a book under development, to give my opinion on what we can do to get it finished and out there for all of you to get your teeth stuck into. Again, watch this space!
Fifth: You'll find out about this one pretty soon. It's for Call of Cthulhu, and I'm quite excited about this one. (Not that I'm not excited about pretty much everything I work on, but you'll understand when you see what it is...)
Sixth: Mentoring. I've spent a bit of time this month mentoring a young lady who's entering the gaming profession on the production side, having been a gamer for years. We're into multiple generations of gamers now, and those of us who are working in the industry need to keep an eye out for the people who will, ultimately, replace us, and help them find their feet, be they writers, artists, or graphic designers. Hopefully I'm not telling her a load of old tosh!
Seventh: Embroidery! Yes, as well as writing and editing, I also teach traditional hand embroidery techniques and give talks on them to various groups, such as the Embroiderers Guild. This month is particularly busy, largely because I'm daft enough to take my car out into the wilds of Northumberland in the middle of winter, regardless of the weather. (Not all tutors are quite so adventurous, it seems.) I've already been to Hexham so far this month to give a talk on a traditional Norwegian technique known as Hardanger work (which I'll be repeating on Monday at Ponteland), and tomorrow I'm off to Hartlepool to teach an all-day workshop on a traditional Indian form of quilting, known as kantha.
As for next month: we'll see. I'm expecting in two editing projects from different companies, and there's this small matter of getting Children of Fear finished (although that's going to take a few more months just yet - sorry). There's also Airecon, which we may pop down to for the day. There's undoubtedly something else - there always is! - but, for the moment, I think that will do nicely.
Labels:
Chaosium,
conventions,
development,
gaming,
Gen Con,
Necronomicon,
playtesting,
rpg,
writing
Sunday, 13 December 2009
History belongs to the Victors
She had been researching on the Tinterweb and fondly reminiscing about the days when you actually had to get up and go to a library full of actual books. She liked books, very much in fact, but this whole Aetheric Net thing did make life a lot easier. Especially when she had a history to rewrite.
The research was one of the things she enjoyed the most; the careful sifting through the facts, piecing together the clues, watching as the fragmented reality came together as a coherent whole. Some times the work was slow and painful. At other times, it was exhilarating, with all of the pieces positively throwing themselves into place.
So, the game was to be set in the Empire of Steam, an age of great discovery and advance. And without the work of one man, the age would never have seen the light of day. The timeline would diverge from her own in 1834; Charles Babbage, hater of street musicians, would leave the disappointments of his difference engine behind, and with the assistance of the Countess Lovelace, would triumphantly produce his analytical engine.
Add to this the engineering genius of George Stephenson who, with the aid of the Babbage engines, has effectively created an anti-gravity steam engine. And then there's Stephenson's son, Robert and his collaboration with the greatest engineer of them all, Isambard Kingdom Brunel, at the behest of Her Majesty the Queen (Huzzah!).
And just what are the Hudson's Space Company and Jules Verne up to in the wilds of the newly formed Canada? What about that fellow Edison, with his shifty eye and light fingers? Some chap called Tesla, too, with talk of this new-fangled electricity.
Just don't get me started on what Commodore Perry found when he got to Japan...
The research was one of the things she enjoyed the most; the careful sifting through the facts, piecing together the clues, watching as the fragmented reality came together as a coherent whole. Some times the work was slow and painful. At other times, it was exhilarating, with all of the pieces positively throwing themselves into place.
So, the game was to be set in the Empire of Steam, an age of great discovery and advance. And without the work of one man, the age would never have seen the light of day. The timeline would diverge from her own in 1834; Charles Babbage, hater of street musicians, would leave the disappointments of his difference engine behind, and with the assistance of the Countess Lovelace, would triumphantly produce his analytical engine.
Add to this the engineering genius of George Stephenson who, with the aid of the Babbage engines, has effectively created an anti-gravity steam engine. And then there's Stephenson's son, Robert and his collaboration with the greatest engineer of them all, Isambard Kingdom Brunel, at the behest of Her Majesty the Queen (Huzzah!).
And just what are the Hudson's Space Company and Jules Verne up to in the wilds of the newly formed Canada? What about that fellow Edison, with his shifty eye and light fingers? Some chap called Tesla, too, with talk of this new-fangled electricity.
Just don't get me started on what Commodore Perry found when he got to Japan...
Sunday, 6 December 2009
Act 1, Scene 3: An Interesting Development
They both agreed that the rules looked simple enough; in fact, with just three stats and a profession to choose, players were more likely to take all night thinking up a name than creating their characters. Once she'd thrashed out the rest of the basics, she knew she'd have to pop in a box or two with some skill suggestions, but that wouldn't be a problem.
In keeping with fun and respected games such as Spirit of the Century, they would encourage evocative skill names, ones that would help to express the overall personality of the character. They would also encourage the GM to support creative skill usage by the players (providing they could flannel for <insert name of relevant country of origin here>).
But what about character progression? Neither of them really wanted XP (despite all the nostlagic coo-ing over Dragon Age and its retro dungeon-bashing hilarity), but both agreed that characters are far more entertaining when they have the space to grow and develop.
So they talked, and after many cups of coffee and some rather interesting maple and pecan galletes, they decided that players should be able to change skills, within reason and as long as they exhibited some imaginative flair. And narrated a montage scene, complete with soundtrack (if necessary; but then a good montage scene demands a good soundtrack, don't you think?).
This may play in to the hands of power-gamery types, but then, power-gamers will subvert anything and everything to their own ends eventually. They intended it to allow character flexibility and enjoyment, rather than the rigid straigh-jacketing of a leopard never allowed to change its spots.
So, not including a small box for a sample character (and the tables yet to be created), the entire rules with examples took up about 6 sides of A4. Possibly not as few as the inestimable Ghostbusters game, but then, she was using Book Antiqua 12, not tiddly-widdly font.
And next, the background; a few more facts to check before monkeying with them, then onwards and upwards into the Empire of Steam and Her Majesty's Flying Steam City Atlantis...
In keeping with fun and respected games such as Spirit of the Century, they would encourage evocative skill names, ones that would help to express the overall personality of the character. They would also encourage the GM to support creative skill usage by the players (providing they could flannel for <insert name of relevant country of origin here>).
But what about character progression? Neither of them really wanted XP (despite all the nostlagic coo-ing over Dragon Age and its retro dungeon-bashing hilarity), but both agreed that characters are far more entertaining when they have the space to grow and develop.
So they talked, and after many cups of coffee and some rather interesting maple and pecan galletes, they decided that players should be able to change skills, within reason and as long as they exhibited some imaginative flair. And narrated a montage scene, complete with soundtrack (if necessary; but then a good montage scene demands a good soundtrack, don't you think?).
This may play in to the hands of power-gamery types, but then, power-gamers will subvert anything and everything to their own ends eventually. They intended it to allow character flexibility and enjoyment, rather than the rigid straigh-jacketing of a leopard never allowed to change its spots.
So, not including a small box for a sample character (and the tables yet to be created), the entire rules with examples took up about 6 sides of A4. Possibly not as few as the inestimable Ghostbusters game, but then, she was using Book Antiqua 12, not tiddly-widdly font.
And next, the background; a few more facts to check before monkeying with them, then onwards and upwards into the Empire of Steam and Her Majesty's Flying Steam City Atlantis...
Friday, 4 December 2009
Act 1, Scene 2: Alarums and Diversions
They stared at each other. Which system should they use? Should they attempt to create their own from scratch, or should they avoid reinventing the wheel when so many others before them had tried and, quite frequently, failed?
He had always been a huge fan of the d6 system (West End Games). She usually gave up reading games when it got to the rules (numbers were a necessary evil, as far as she was concerned). What about an adaptation of the new Dr Who system (characteristic + skill + dice roll to beat a difficulty)? She quite fancied pulling little cards out of a bag (she was keeping the idea of sparkly, collectible beads for a sparkly vampire series that will remain nameless game) - nice and unambiguous and great fun when used within the Company and League. Only slight problem there: would people honestly be bothered to cut out all of the little cards? It would be even better if you could use the cake system from Company, except that would involve people baking tiny fairy cakes prior to every game. Highly inkeeping with the spirit of the piece, but something of a faff if you intended to play on a regular basis. Wouldn't do your figure much good, either...
He pointed out, quite succinctly, that gamers love dice. Glancing at her gigantic dice collection, she found it hard to disagree. So dice it would be. But how many and what shape?
(Section deleted as the author's eyes glazed over during the explanation of what the statistics were doing in terms of probabilities and the like. This, she thought, is exactly why she keeps her husband, so she doesn't have to worry about such matters).
In the end, they decided to go for three skills and a single six-sided dice, largely inspired by 3:16 (Gregor Hutton), Over the Edge and Gumshoe (Robin D. Laws). And a difficulty table, but a nice easy one with small numbers.
(And it means she gets to use her lovely steampunk dice that she bought at Dragonmeet)
He had always been a huge fan of the d6 system (West End Games). She usually gave up reading games when it got to the rules (numbers were a necessary evil, as far as she was concerned). What about an adaptation of the new Dr Who system (characteristic + skill + dice roll to beat a difficulty)? She quite fancied pulling little cards out of a bag (she was keeping the idea of sparkly, collectible beads for a sparkly vampire series that will remain nameless game) - nice and unambiguous and great fun when used within the Company and League. Only slight problem there: would people honestly be bothered to cut out all of the little cards? It would be even better if you could use the cake system from Company, except that would involve people baking tiny fairy cakes prior to every game. Highly inkeeping with the spirit of the piece, but something of a faff if you intended to play on a regular basis. Wouldn't do your figure much good, either...
He pointed out, quite succinctly, that gamers love dice. Glancing at her gigantic dice collection, she found it hard to disagree. So dice it would be. But how many and what shape?
(Section deleted as the author's eyes glazed over during the explanation of what the statistics were doing in terms of probabilities and the like. This, she thought, is exactly why she keeps her husband, so she doesn't have to worry about such matters).
In the end, they decided to go for three skills and a single six-sided dice, largely inspired by 3:16 (Gregor Hutton), Over the Edge and Gumshoe (Robin D. Laws). And a difficulty table, but a nice easy one with small numbers.
(And it means she gets to use her lovely steampunk dice that she bought at Dragonmeet)
Thursday, 3 December 2009
Act 1, Scene 1: A rainy Sunday in the local coffee emporium
She sat with her husband, their bones chilled by the incessant rain that beat against the steamy window, sipping coffee, her notebook on the small circular table before her.
"Well, my love, we have here a very promising idea don't you think? A steampunk game with simple rules set against a back drop of grand design and steam-powered obssession."
He nodded, pushing the blonde curls from his rain-speckled spectacles.
Taking a deep breath, she continued "Tell you what, you do the statistics bit and I'll do the writing. You know I'm not overly fond of the numbers".
He smiled and took to discussing all the possible ways they could make the game fast, simple and enjoyable. Then together they wove a fantastical history, mirroring fact but at once removed, crammed with historical figures, high adventure and tea and cake. Lots of tea and cake. You can never have too much tea and cake, especially if you're going to be Victorian.
"Cogs, Cakes and Swordsticks: Cracking Adventures in the Empire of Steam"
Now all I have to do is finish writing it...
"Well, my love, we have here a very promising idea don't you think? A steampunk game with simple rules set against a back drop of grand design and steam-powered obssession."
He nodded, pushing the blonde curls from his rain-speckled spectacles.
Taking a deep breath, she continued "Tell you what, you do the statistics bit and I'll do the writing. You know I'm not overly fond of the numbers".
He smiled and took to discussing all the possible ways they could make the game fast, simple and enjoyable. Then together they wove a fantastical history, mirroring fact but at once removed, crammed with historical figures, high adventure and tea and cake. Lots of tea and cake. You can never have too much tea and cake, especially if you're going to be Victorian.
"Cogs, Cakes and Swordsticks: Cracking Adventures in the Empire of Steam"
Now all I have to do is finish writing it...
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