Showing posts with label Blue Rose. Show all posts
Showing posts with label Blue Rose. Show all posts

Tuesday, 18 June 2019

Ne'er Cast a Clout...

...'Til May be out, etc., etc., etc.

I know there's some debate as to whether that's May (the month) or may (the blossom), but all I can say about the month is that it was yet another busy one. June is shaping up exactly the same, which is why this blog is a teensy bit late in coming.

First: back on the hieroglyphics. Slightly rusty after a bit of a break, and one of our tutors is still insisting on giving us tests every fortnight, but it's still great fun translating dead people's wishes from ancient monuments. (We're currently only having classes every fortnight rather than every week). We even got the joys of rave Godzilla as one of the hieroglyphs - allegedly it was supposed to be a baboon, but the carving was appalling and looked far more like everyone's favourite kaiju bopping on down.

As I knew I was going to be at UK Games Expo, I even plucked up the courage to ask our more serious tutor what the ancient Egyptian for "Don't read from the book!" would be, just in case anyone asked me to sign a copy of Masks of Nyarlathotep. He was very obliging, even though he didn't entirely understand why I was asking and why one of my classmates got a fit of the giggles when I made the request.

In the end, no one asked me to do any signing that required hieroglyphics, but I can now yell the correct phrase in ancient Egyptian at a mummy, should the need arise. It sounds really cool, too...

A goodly bit of May was spent finishing off my last large scale piece of editing for Blue Rose for the foreseeable future. As my job role at Chaosium changed from 1st June, while I can still do bits of freelancing for other companies (and Chaosium are very happy for me to do so), I no longer have the time available for big projects.

Or, rather, I probably could squeeze them in, but they wouldn't get the time, care and attention I like to give to my work, meaning I'm not prepared to do it. Books are needy creatures and require a lot of editorial input - even the really well written ones - and I'm not going to sell the book, the authors, or myself short when it comes to a large project. We all deserve better than that.

I've thoroughly enjoyed working with Green Ronin, particularly Blue Rose's line managers, as their Benevolent Dictator in Chief: first with Steve Kenson and then Joseph Carriker, both wonderful, generous, creative men who encouraged my nitpicking and endless questions. I hope to be able to work on Blue Rose again sometime soon, albeit in a reduced capacity. It's a game I'm very proud to have my name on.

I was also busy editing a Call of Cthulhu scenario that will be available at an upcoming convention (to be announced shortly), and organising various convention visits. I'll be popping over to Poland (Wroclaw) in Mike Mason's stead for DNI Fantastyki as a guest of the lovely people at Black Monk Games, Chaosium's Polish licencees. I've not been to Wroclaw, but my hubby has, so I know all about the gnomes and plan on spending a day hunting out as many as possible!

I was also interviewed for an upcoming Call of Cthulhu magazine (more details when I know the release date), and spent some time implementing playtesting and proofing comments on Children of Fear before we headed off for our day at UK Games Expo.

I always enjoy booth work, especially at larger conventions, where the sheer number of attendees can be a bit overwhelming. Having been doing it for a while now, I also know a lot of people, if only to say hello to and ask them how their current campaign is going. This year, I saw a very old familiar face: Jared Earle of Nightfall Games.

Those of you who know me know that my gaming history is closely tied to Nightfall and SLA, and they were the first people to give me a paying job in the gaming industry. I even still have a photocopy of the first cheque they sent me! So, it was lovely to see Jared and get to spend time catching up with him in the bar on the Friday evening. It had been over two decades since we'd last spoken, but you would never have guessed. Quite significantly (largely because Jared nagged me to stay up late even though I'd been up since stupid o'clock), as midnight came around and I became a full time employee of the Chaosium, I was sitting between Jared and Mike, neatly book-ending my gaming career to date. 

I know I've said it before, and I will say it again: gaming has been very generous to me and has given me the opportunity to work with some wonderful people and to forge some good, and long-lasting, friendships. While I've lost touch with everyone I was at school with, and virtually everyone I was at university with (unless they're fellow gamers), my gaming frienships - the oldest ones at least - have been going for well over two decades now, which isn't too shabby in the grand scheme of things.

And here's to many more years and many more friends to come!



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...




Tuesday, 5 February 2019

Welcome to the New Year

It seems somewhat appropriate that I'm writing January's blog post about the beginning of the new year on what is the Chinese, and Tibetan, New Year.

January did it's usual of disappearing in a bit of a whirlwind. Besides getting a Cthulhu By Gaslight chapter off to Chaosium and submitting some Blue Rose editing to the lovely Joe Carriker, the first weekend of it was the launch party for the Call of Cthulhu Starter Set. Hosted at the lovely Meeple Perk, and with Newcastle FLGS stalwarts, Travelling Man, getting in copies for eager gamers to get their mitts on, the party saw myself and superb local Keeper, Sean, running six short demos for 23 people over the space of the afternoon. I had great fun and, from the feedback, so did everyone else, too. (The only complaint was from Travelling Man, who wished they'd ordered in more copies of the game to sell, so popular was it!)

And then there was the cake, made specially for us by Beat Boutique Bakery. This glorious tentacular monstrosity (the Call of Cakethulhu, or the Cake of Cthulhu?) was actually a really lovely chocolate cake, and it went down very well with all who dared eat it. (We did keep the Elder Sign intact until the very end, though, just in case).


And, three days after the launch party, we jetted off once more to the Pacific Northwest and the sublime delights of OrcaCon!

I was particularly busy this year, but thankfully not suffering from the hideous cold that meant I have very few memories of OrcaCon 2018, apart from a medicinal hot toddy in the hotel bar, a guest appearance as a philosophical night person in a Blue Rose game, and pancakes at the nearby Chace's Pancake Corral.

Things got off to a flying start on Friday afternoon with my first panel appearance (of five). This one, Being a Non-Mainstream Game Professional, was chaired by the marvellous Steve Kenson, who I had the privilege of working with on Blue Rose. I must admit, I did feel a bit odd, seeing as I am pretty mainstream these days, but I am still a freelancer and it's always a pleasure to wiffle on about such things and hopefully point newcomers in the right direction. (People often don't realise that, even though many of us work for "big" games companies, we're not full-time salaried members of staff in the traditional sense. They also don't tend to realise that most "big" games companies are often only half a dozen permanent members of staff, if that.)

After a bit of mooching about, saying "Hi!" to people and making sure I sated my infinity scarf needs with another visit to the wonderful Sew Cherie, I was back on panel duty for the one I was chairing: RPGs: Art, Education, or Entertainment. What followed was a very enlightening discussion with Gabriel de los Angeles and Kiva Maginn about the nature of games and how we like to compartmentalise things. Not knowing either of my panelists beforehand, I was a little nervous, but they were fantastic and I learned a lot from listening to them.

As a result of the panel, I only managed a brief cameo at this year's Blue Rose game, but it was lovely to pop in and see everyone, even if it was just a flying visit. I also messed up a lot of my timings in regards to meals and stuff on the Friday (I blame jet lag and over-excitement), which meant I was put on the watchlist by the convention folks to make sure I was looking after myself properly for the rest of the weekend. (This is one of the reasons I love OrcaCon - they know we're busy and likely to get distracted, and they're careful to make sure we're not running ourselves ragged as guests.)

Saturday was another busy one: two panels and a game, and I even squeezed in an interview with my old friends, the Geeks of Cascadia. The first panel was Better Realism for Better Worlds: We Did the Research For You. As those of you who know me know, I do love getting down into the research and looking beyond white Western history for inspiration. This was a very interesting panel, and Wes (our host), Katherine, and Tanya all had some wonderful historical tidbits to share with the audience, proving that you really don't have to default to Medieval France every single time.

I got to run After Dark in the afternoon, my current Call of Cthulhu convention scenario. I'd not run it outside Europe before, and you never know which cultural touchstones might not translate across the Big Puddle, but it all went very well, and the players managed to do some truly off the wall things that their European counterparts hadn't thought of!

Evening meant another panel, this time Something at Work in the Soul: Horror in Tabletop RPGs, chaired by the lovely Amanda Hamon. If I remember correctly, I first met Amanda on a panel at OrcaCon a few years ago, so it was great to be back on another one with her. As you might expect, this one ranged over favourite horror settings, how to create atmosphere and pretty much came to the conclusion that if you could, you really should run every horror game in the wine cellar of a castle in the middle of winter...

Sunday was the final day of the con, which is always sad as it's always so much fun. For me, there was still another game and panel to go. Cogs, Cakes and Swordsticks went down well with the players and Big Red (the d6 I always use for convention games) picked another victim for whom she would only roll 1s, so it was nice to be able to tell her other OrcaCon "friend" that he was not the only one to suffer her ire.

Big Red got her name at the first OrcaCon and is somewhat legendary there for her capriciousness. The gentleman in question was playing a ship's barber surgeon and never managed to roll anything other than a 1 the entire game, to the point he was crying with laughter every time he picked up the die and failed, and his crew mates were using him as a threat against their adversaries. In honour of their escapades, they got to name her, and she's been known as that ever since (and that poor, lovely, gentleman has been used numerous times as a cautionary teaching example).

The final panel I was on was Charlatanry and Chincanery: Gamemastering on the Fly, again with Amanda as out host. This one was practical tips and tricks for people who either were GMs or were thinking of becoming one. So, again, hopefully we provided some useful, helpful advice to the people in the audience.

And, as all good thing must, the convention came to an end on late Sunday afternoon. It's always such a welcoming, friendly, and engaging convention, with a host of games, activities, and interesting panels to keep you out of mischief for the course of the weekend. Hopefully, the organisers know how much we love and appreciate it, and the hard work they put in to make it so special. I've met so many wonderful people through it, and had so many great experiences there and it remains one of my most favourite events.

After a few days in Seattle to unwind, recharge, and catch up with friends, I was back home and working on the remaining bits of the Cthulhu by Gaslight update assigned to me. It's always fiddly revamping stuff, having to check everything to make sure it's correct, appropriate and useful. Things have changed so much in game design over the last 30 years, but you have to treat things sympathetically if you're going to retain that spark that made it a beloved product in the first place. Fingers crossed, eh?

And then, of course, there was getting back up to speed with the hieroglyphics. It's amazing how much you forget after a month's break!

And so, until next time. Happy New Year!




Monday, 4 June 2018

The Merry Month of May

Blimey, here we are again and, like the rest of this year, May sort of went tearing by in a bit of a blur.

I'm happy to report that the first pass edit on the Aldis City Sourcebook went off to Joe Carriker (Blue Rose's lovely line developer) a little over a week ago and it's full of fun, interesting and useful stuff for your Blue Rose game.

Although I've played the game before (as I mentioned in January's post), I've not actually taken the plunge and narrated it yet. Now, after quite a few requests from gaming friends, I'm about to put that right at this year's Continuum games convention. It can be a bit intimidating sometimes to run something you've worked on, particularly in an editorial capacity, as people can expect you to be an expert on it. Because I hop around systems quite a bit with my job, that isn't always the case - I'm an expert for as long as I need to be for that given project and then I have to go and be an expert on something else. Still, I'm looking forward to seeing what the Continuum crowd make of it, and as long as we tell an entertaining story together, I'll be happy.

It looks as if the second volume of the Miskatonic University short story anthology I submitted a piece to is going to go ahead now, so more information on that when I get it. I'm really pleased the story should see the light of day as I had fun writing it. And there are a lot of other interesting looking stories in there, too!

We were lucky enough to go to a new mini-gaming break at Schloss Neuhausen, Germany, in May as well. The schloss is home to October's Kraken convention, a small but perfectly formed retreat where you get fed and watered to a ludicrous extent in very mellow and beautiful surroundings while gaming, socialising and learning to throw axes (yes, really). There were no axes at the mini version, but there was copious cake and beer, and an opportunity for me to test out my new Call of Cthulhu convention scenario. (As Scritch Scratch is this year's Free RPG Day scenario, I thought I'd better write a new one!)

In glorious sunshine on two consecutive mornings, I ran the players through a strange tale inspired by an actual event I attended at a local museum earlier this year as part of their After Dark programme (not uncoincidentally also the name of the scenario). Both sessions went really well, which was a relief as the scenario itself had been quite stubborn in taking shape, meaning that I was still writing it a few days before the convention started. (I also had to pay a visit to one of our local beaches for props for it as well...)

Often at conventions, I don't get a chance to play anything or be anything other than "on" in a professional capacity. What was really lovely about the mini-Kraken was that I did get to play games and just be sociable. As a result, I got to try three games I've been wanting to have a crack at for ages (Tales from the Loop, Ten Candles, and Blades in the Dark) and got to make some lovely new friends. All of the games were great fun, although sitting huddled under multiple blankets in the schloss' freezing undercroft in the pitch dark while slightly tipsy on G&Ts listening to the mice scrabbling about in the darkness behind you definitely made Ten Candles a particularly memorable experience!

A large proportion of May was dedicated to getting everything ready for Chaosium's contribution to Women in Tabletop Gaming Month. With 18 interviews in total (a 90% response rate!), the series highlights the contributions women have made to Chaosium over its lifetime, from established names to those at the beginning of their gaming industry careers. As well as promoting the stellar work these women are doing, I hope it also encourages other women to get involved as content creators, be that as artists, writers, editors, graphic designers, or in layout and production - all of which are essential roles in getting games out there for people to enjoy. As I'm writing this is June, I know the first two interviews have gone live, and I'm going to cheat and say you can find them over on the Chaosium blog.

And I can finally say that Masks of Nyarlathotep is on its way to the printer gods and should be out in pdf form some time in July. I may have mentioned before how pretty it is and there's a whopping amount of play contained in its two volumes. It'll be good to see it in actual physical print come the autumn. I hope people like what we've done with it, but regardless, it was a tremendous project to work on in terms of experience.

I don't doubt I've forgotten something I was going to tell you, but perhaps I'll have remembered by the end of the month! So, until next time...


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...