As we begin the inexorable slide into autumn and the nights are drawing in, I can safely say that August has been another busy month, full of sunshine and rushing about here, there, and almost everywhere.
Things have been all go on the Chaosium front, as I’m sure you’re unsurprised to hear. Lots of art directing for The Children of Fear, for example - artists sending me their works in progress, me commenting on them and asking for corrections, or me sounding out my colleagues to see what they think. (I’m cheating a little by putting this link to the Children of Fear progress report in here because that was released in September, but I hope you’ll forgive a little bit of calendrical shenanigans on my part.)
As well as The Children of Fear, there have been other projects, most of which I can’t talk about - yet. I’m sure there’ll be an announcement at some point fairly soon, but rest assured that the Great Old Ones are keeping me out of mischief.
I also had to turn down a fascinating project because my diary is full to bursting at the moment. It was something outside my current experience for a company I haven’t officially worked with before, and it would have been an amazing challenge, but I knew I wasn’t going to have the time to devote to it that it needed, even though its projected release date is well over 18 months away.
Turning down work is hard, especially when it is something that would allow you to expand your skill base and design experience. But if I’d agreed to it, there was a severe danger that my current work would have suffered, the new project wouldn’t have received the care, love and attention it’s going to need to get it right, and everyone would have ended up pretty unhappy with the situation. The last thing I want to do is let anyone down, or hold anyone up, especially when it’s people I admire and respect (and would like to work with at some point in the future).
So, as sad as I was to have to do it, I decided to pass on this one. I really hope they find someone who can do the project justice, and they already know I’ll be more than happy to playtest it, should it become an actual thing. Being realistic about time, energy and availability is a hard thing to learn, but not recognising that there are only so many hours in the day and only so much work you can shoulder is only going to make you miserable in the long run. And, seriously, life is too damn short for that sort of nonsense.
But - to cheerier things! August this year was, of course, NecronomiCon Providence time of year, and I was very happy to be heading back there, this time with my lovely husband in tow. He didn’t attend two years ago for a variety of reasons, and then had to listen to me waxing lyrical about what an awesome time I’d had and what wonderful people I’d met. So he was determined he wasn’t going to miss out on it this time around.
Because NecronomiCon is only every two years, it comes with an odd language issue - everyone always refers to “last year,” even though it wasn’t. Regardless, it was good to get back out to Providence and meet up with so many friends and colleagues, and to make new friends and colleagues, too. For a relatively small convention, there is so much going on: a packed gaming stream, a full stream of talks and panels, a movie stream, an art exhibition, and an academic stream, as well as a whole host of dramatic stuff (including our good friends at the HP Lovecraft Historical Society and their Dark Radio Theatre performances).
Perhaps the funniest of these was the night we finally got to see Robert Lloyd Parry and his superb presentation of MR James’ A Warning to the Curious. By funny, I don’t mean “funny, ha ha” but funny in that he regularly performs at a venue local to us, but we’re always away or otherwise engaged when he’s there. So we only had to go several thousand miles to see him! It was well worth it, mind you, and we’re planning on making sure we are about for his next visit to the Lit & Phil.
I also had a very nice chat with Mr Lloyd Parry the next day in the dealers hall, and it turns out he and his brother used to play Call of Cthulhu thirty-odd years ago. His brother was the Keeper, and it was the Games Workshop edition that they owned. A scenario in an old edition of White Dwarf had piqued their interest, as it was set in Suffolk, the site of many of James’ stories (The Watchers of Walberswick by Jon Sutherland).
It was a busy convention for me - three games (one for Extra Life, which raised a lot of money for a superb cause), two panels (both of which seem to have been well received based on the feedback I, and others, were given), and a day on the booth encouraging people to give us their money in return for beautiful things. I like being busy at conventions, although it does mean I don't always get to see much of the rest of the programming. And I largely resisted giving all my money to the other stallholders!
During the convention, I managed to have stuffies again, and finally located Dave's Coffee so I could try coffee milk, another Rhode Island specialty. (It's very good.) And, of course, there was the wonderful Ellie's for breakfast most days, even though they did scare us by moving since last time. The last event we went to was the Dunwich Horror Picture Show. It's still an awful film, and the print they have is in severe danger of either self-immolating or disintegrating into a million pieces, but the live band is great and it's nice to have a definitive end to a convention - so many just sort of fade out, leaving everyone bimbling around and looking a bit lost as people drift away over the course of the day.
It's often sad to leave a convention, and it's especially sad to leave NecronomiCon. The organisers and their minions do a wonderful job of making it a fun, safe gathering and Providence is a comfortable city to wander around. And then there's the people we have to say goodbye to. The podcasting and gaming community at NecronomiCon is a very special one, and I miss those reprobates a great deal now I'm home.
So, see you all again in two years?
Showing posts with label Children of Fear. Show all posts
Showing posts with label Children of Fear. Show all posts
Monday, 9 September 2019
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!
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!
Labels:
Blue Rose,
Call of Cthulhu,
Chaosium,
Children of Fear,
conventions,
editing,
Green Ronin,
hieroglyphics,
Masks,
playtesting,
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
Wednesday, 5 September 2018
The Last Days of Summer
For the first time since 2013, August didn't find us jetting off to the States for a games convention.
It must be said, it was a bit of an odd sensation not to be shuffling through Heathrow airport at some ungodly hour, dealing with its ever-surly security staff. (Seriously, every single one of them has had a sense of humour transplant and has apparently never spent a sleepless night on a transatlantic flight based on their total and utter lack of empathy with/sympathy for the poor shambling wrecks trying to work out where it is they're supposed to be going now they've changed all the security procedures. Again.) Mind you, we do at least now know where the half decent seats are for the three to four hour lay-overs we invariably end up having to make.
No, this August we largely spent at home. So while most of the people I work with or know in the gaming industry were getting trampled to death or melting with heat exhaustion in Indianapolis, we enjoyed our beautiful former kingdom, helped by a couple of friends and their families coming up for their holidays.
Northumberland is beautiful, and has the best castles (Bamburgh, Dustanburgh, Warkworth, etc., many of which have featured in a variety of films and television series). It also has wonderful beaches, amazing moorlands, fantastic museums (many of which have been involved in the Great Exhibition of the North this summer, even if the definition of what constitutes "North" has been somewhat elastic. Cheshire? North? Really?) and a ton of other cool historical stuff for us to explore. Which makes it a very inspiring place to live; aspects of which often creep into my work, be it legends, locations, or people. (One of these days I'll get round to writing a Northumbria sourcebook for something - in fact, I was doing research for that when I was hired by Modiphius to head up Achtung! Cthulhu.)
And just because I wasn't at a games convention doesn't mean I wasn't slaving away at the day job (none of that while the cat's away nonsense, thank you very much!). More development and mentoring on an upcoming project for Call of Cthulhu; finishing off proofing the Call of Cthulhu Starter Set (it comes in a box and everything. Plus: dice!); more writing, playtesting, and correcting the Children of Fear campaign; and I also started editing another Call of Cthulhu supplement that's making me determined to plan a return trip to the location it's set in after the fabulous week I spent there last year. (And that's as much of a hint as you're getting for now, I'm afraid!)
There's been quite a bit of peripheral stuff, too: getting costume ready for a World War II WAAF LRP I'm going to in September, sending stuff off to conventions regarding panels and games I'm offering, and confirming attendance at other events. The end of the year is going to be its usual blur, convention-wise, that's for sure, and I'm already making arrangements for OrcaCon and Necronomicon next year, too.
One of the other events I was privileged to take part in over the Bank Holiday weekend was a 24-hour charity fundraiser for Leukaemia Care, organised and hosted by the folks over at the Necronomicon Discord community. I lost a friend to leukaemia when I was a teenager, and one of my jobs back when I was a biomedical research scientist was developing a screening panel to identify chromosomal breakpoints in leukaemias in order to make sure patients received the most effective treatment for their illness, so this one was close to my heart.
Once again, the generous nature and community spirit that I've found among Call of Cthulhu players and professionals came to the fore, and there were numerous panels and three live-streamed games over the course of the 24 hours. (I was on two: one introducing Lovecraft and discussing how a host of writers came to be involved with the game, the other on scenario design, both of which were great fun.) Those who couldn't directly take part donated prizes to help with the fundraising and, at last count, the team had raised £480.
Thank you to everyone who took part, and to everyone who donated. Gaming has its fair share of dark moments, but every now and again, it shows what I'd like to believe are its true colours with events like this. May there be many more.
And on that uplifting note, it's time to get back to the real world and those scenarios. After all, they're not going to write/edit themselves!
It must be said, it was a bit of an odd sensation not to be shuffling through Heathrow airport at some ungodly hour, dealing with its ever-surly security staff. (Seriously, every single one of them has had a sense of humour transplant and has apparently never spent a sleepless night on a transatlantic flight based on their total and utter lack of empathy with/sympathy for the poor shambling wrecks trying to work out where it is they're supposed to be going now they've changed all the security procedures. Again.) Mind you, we do at least now know where the half decent seats are for the three to four hour lay-overs we invariably end up having to make.
No, this August we largely spent at home. So while most of the people I work with or know in the gaming industry were getting trampled to death or melting with heat exhaustion in Indianapolis, we enjoyed our beautiful former kingdom, helped by a couple of friends and their families coming up for their holidays.
Northumberland is beautiful, and has the best castles (Bamburgh, Dustanburgh, Warkworth, etc., many of which have featured in a variety of films and television series). It also has wonderful beaches, amazing moorlands, fantastic museums (many of which have been involved in the Great Exhibition of the North this summer, even if the definition of what constitutes "North" has been somewhat elastic. Cheshire? North? Really?) and a ton of other cool historical stuff for us to explore. Which makes it a very inspiring place to live; aspects of which often creep into my work, be it legends, locations, or people. (One of these days I'll get round to writing a Northumbria sourcebook for something - in fact, I was doing research for that when I was hired by Modiphius to head up Achtung! Cthulhu.)
And just because I wasn't at a games convention doesn't mean I wasn't slaving away at the day job (none of that while the cat's away nonsense, thank you very much!). More development and mentoring on an upcoming project for Call of Cthulhu; finishing off proofing the Call of Cthulhu Starter Set (it comes in a box and everything. Plus: dice!); more writing, playtesting, and correcting the Children of Fear campaign; and I also started editing another Call of Cthulhu supplement that's making me determined to plan a return trip to the location it's set in after the fabulous week I spent there last year. (And that's as much of a hint as you're getting for now, I'm afraid!)
There's been quite a bit of peripheral stuff, too: getting costume ready for a World War II WAAF LRP I'm going to in September, sending stuff off to conventions regarding panels and games I'm offering, and confirming attendance at other events. The end of the year is going to be its usual blur, convention-wise, that's for sure, and I'm already making arrangements for OrcaCon and Necronomicon next year, too.
One of the other events I was privileged to take part in over the Bank Holiday weekend was a 24-hour charity fundraiser for Leukaemia Care, organised and hosted by the folks over at the Necronomicon Discord community. I lost a friend to leukaemia when I was a teenager, and one of my jobs back when I was a biomedical research scientist was developing a screening panel to identify chromosomal breakpoints in leukaemias in order to make sure patients received the most effective treatment for their illness, so this one was close to my heart.
Once again, the generous nature and community spirit that I've found among Call of Cthulhu players and professionals came to the fore, and there were numerous panels and three live-streamed games over the course of the 24 hours. (I was on two: one introducing Lovecraft and discussing how a host of writers came to be involved with the game, the other on scenario design, both of which were great fun.) Those who couldn't directly take part donated prizes to help with the fundraising and, at last count, the team had raised £480.
Thank you to everyone who took part, and to everyone who donated. Gaming has its fair share of dark moments, but every now and again, it shows what I'd like to believe are its true colours with events like this. May there be many more.
And on that uplifting note, it's time to get back to the real world and those scenarios. After all, they're not going to write/edit themselves!
Labels:
Call of Cthulhu,
castles,
Children of Fear,
editing,
gaming,
Gen Con,
museums,
Necronomicon,
OrcaCon,
playtesting,
rpg,
writing
Friday, 3 August 2018
Busy Bees
So, Flaming June turned into Equally Flaming July here in England, before descending into Somewhat Sweaty With Occasional Thunderstorms July. As someone with very fair skin and a tendency to imitate a boiled lobster when exposed to sunlight, working indoors can be a boon. But, working from home means that, if I have research to do, I can at least escape into my little wilderness (laughing known as the back garden) and sit under a sun umbrella with my books so my vitamin D levels get a bit of a boost.
There was a bit of that in July as I managed to get on with more Children of Fear - technically, the final chapter, although readers of this blog will know that there is another one after it in the book, consisting of support material and random NPCs. Sometimes during the research phase, you stumble across an absolute gem: in the case of this chapter, it was the amazing All About Tea Vol. I, by William H. Ukers.
Written over twelve years and published in 1935, Vols. I and II were the follow up to Ukers' 1922 book, All About Coffee. All About Tea has pretty much everything you'd want to know about tea history and production, and then some. And, unlike some period tomes, it's a really good read - engaging and informative without any stuffiness. Mind you, I seriously doubt how many people nowadays need (or want) to know exactly who worked for all the tea companies in the world in the 1930s, but if you do, now you know where to look!
The first draft of the chapter was completed as July drew to a close, and once again, there's a huge pile of research that never made it anywhere near the book. It may get used again for something else somewhere down the line, but otherwise, it joins that in the gigantic pile of notebooks stacked all over my writing hovel.
I've also been proofing the print pdfs of the Call of Cthulhu Starter Set. Starter sets are a great way into gaming, and Mike Mason's done a smashing job of putting together something that will lead complete novices all the way through from their first tentative steps to running a game for up to five friends. And, once again, Nick Nacario and Chaosium's artists have done a smashing job of making the text look wonderful. As if that wasn't enough, it comes in a box! With dice! (But not ones you have to colour in with a crayon - this isn't the 1970s, you know.)
I also got to go and do a bit of gaming myself in July, thanks to Continuum, the biennial games convention in Leicester. Its predecessor, Convulsion, was the first games convention I ever went to, back in 1992. Our gaming group was encouraged to go along by our RuneQuest and Call of Cthulhu GM, John. I took part in the giant Glorantha freeform, Home of the Bold, despite knowing only a little bit about Gloranthan lore, but it was such a fun convention, I went back again for years (with a gap in 1996 when I was working in Canada).
I'm not sure when it switched over to a new committee and name, but the convention in 2000 was the last one we went to for a long time. There wasn't a particular reason, really - it just somehow never seemed to be at the right time for us to make it. So we didn't go back until 2014. I'm glad we did - it was lovely walking in to see so many familiar faces and be welcomed back as if we'd never been away.
Anyway, the convention is a good excuse for me to indulge in a few games rather than just writing and running them. I tend to split my time between short freeforms and tabletop games, and that's what I did this time, too: a totally bonkers Live Aid freeform/skit on Friday night where I played Toyah, complete with bright red wig and 80s makeup, which was a huge amount of fun (in that reality, Toyah and David Bowie ended up contracted to make a record with the Muppets... and that was about the most sane thing that happened all evening); Noir World, set on the Orient Express with a Great Belgian Detective who wasn't M. Poirot, so ended up getting completely the wrong man, thanks to the machinations of the actual murderer; Liminal, where I played a fae who was slightly obsessed with chatting to ghosts while trying to work out why a bunch of villagers on Dartmoor were trying to kill all the tourists; and The Borden Legacy freeform, which was a very Mythos twist on the legend of Lizzie Borden, where I suspect I misread my character background but had a great deal of fun anyway (everyone seemed to think my sheriff should be incompetent, but I thought she was supposed to be like Marge from Fargo - not that I've seen Fargo, so maybe that's where I went wrong...).
I did do some work bits: a panel with Mike about what's coming up for Call of Cthulhu (it's always fun to be on a panel with Mike) and I ran Blue Rose for the first time. I thought I really should get round to it at some point seeing as I'm its editor! The game went very well, and it was lovely to see the players engage with their characters, sitting down and trying to find a diplomatic solution to something rather than just wading in with their fists. They did get the chance to thump something later on, but it was very much a last resort. And demonic creatures do need a good thumping, apparently.
It was interesting that some people were a little put off by the game's "romantic fantasy" tag, assuming that it therefore must be a game about in-character romance rather than chivalric, sweeping fantasy. Not that you can't have in-character romance if you want it, of course! Hopefully I managed to set a few people straight on that point, at least.
Mostly, though, I once again ended up wondering where the month went to. But at least I got to enjoy part of it catching up with old friends I haven't spent much time with in far too long, and with people I've worked with since the last Continuum but never actually met properly. Gaming has introduced me to so many lovely, talented, and generous people, and Continuum was no exception (thanks again for the copy of Monkey, Dan and Gwen - it's great fun, although I bet the people on Newcastle Quayside had no idea what I was doing sitting on the side of the beach with the book and a deck of cards giggling away to myself!).
There was a bit of that in July as I managed to get on with more Children of Fear - technically, the final chapter, although readers of this blog will know that there is another one after it in the book, consisting of support material and random NPCs. Sometimes during the research phase, you stumble across an absolute gem: in the case of this chapter, it was the amazing All About Tea Vol. I, by William H. Ukers.
Written over twelve years and published in 1935, Vols. I and II were the follow up to Ukers' 1922 book, All About Coffee. All About Tea has pretty much everything you'd want to know about tea history and production, and then some. And, unlike some period tomes, it's a really good read - engaging and informative without any stuffiness. Mind you, I seriously doubt how many people nowadays need (or want) to know exactly who worked for all the tea companies in the world in the 1930s, but if you do, now you know where to look!
The first draft of the chapter was completed as July drew to a close, and once again, there's a huge pile of research that never made it anywhere near the book. It may get used again for something else somewhere down the line, but otherwise, it joins that in the gigantic pile of notebooks stacked all over my writing hovel.
I've also been proofing the print pdfs of the Call of Cthulhu Starter Set. Starter sets are a great way into gaming, and Mike Mason's done a smashing job of putting together something that will lead complete novices all the way through from their first tentative steps to running a game for up to five friends. And, once again, Nick Nacario and Chaosium's artists have done a smashing job of making the text look wonderful. As if that wasn't enough, it comes in a box! With dice! (But not ones you have to colour in with a crayon - this isn't the 1970s, you know.)
I also got to go and do a bit of gaming myself in July, thanks to Continuum, the biennial games convention in Leicester. Its predecessor, Convulsion, was the first games convention I ever went to, back in 1992. Our gaming group was encouraged to go along by our RuneQuest and Call of Cthulhu GM, John. I took part in the giant Glorantha freeform, Home of the Bold, despite knowing only a little bit about Gloranthan lore, but it was such a fun convention, I went back again for years (with a gap in 1996 when I was working in Canada).
I'm not sure when it switched over to a new committee and name, but the convention in 2000 was the last one we went to for a long time. There wasn't a particular reason, really - it just somehow never seemed to be at the right time for us to make it. So we didn't go back until 2014. I'm glad we did - it was lovely walking in to see so many familiar faces and be welcomed back as if we'd never been away.
Anyway, the convention is a good excuse for me to indulge in a few games rather than just writing and running them. I tend to split my time between short freeforms and tabletop games, and that's what I did this time, too: a totally bonkers Live Aid freeform/skit on Friday night where I played Toyah, complete with bright red wig and 80s makeup, which was a huge amount of fun (in that reality, Toyah and David Bowie ended up contracted to make a record with the Muppets... and that was about the most sane thing that happened all evening); Noir World, set on the Orient Express with a Great Belgian Detective who wasn't M. Poirot, so ended up getting completely the wrong man, thanks to the machinations of the actual murderer; Liminal, where I played a fae who was slightly obsessed with chatting to ghosts while trying to work out why a bunch of villagers on Dartmoor were trying to kill all the tourists; and The Borden Legacy freeform, which was a very Mythos twist on the legend of Lizzie Borden, where I suspect I misread my character background but had a great deal of fun anyway (everyone seemed to think my sheriff should be incompetent, but I thought she was supposed to be like Marge from Fargo - not that I've seen Fargo, so maybe that's where I went wrong...).
I did do some work bits: a panel with Mike about what's coming up for Call of Cthulhu (it's always fun to be on a panel with Mike) and I ran Blue Rose for the first time. I thought I really should get round to it at some point seeing as I'm its editor! The game went very well, and it was lovely to see the players engage with their characters, sitting down and trying to find a diplomatic solution to something rather than just wading in with their fists. They did get the chance to thump something later on, but it was very much a last resort. And demonic creatures do need a good thumping, apparently.
It was interesting that some people were a little put off by the game's "romantic fantasy" tag, assuming that it therefore must be a game about in-character romance rather than chivalric, sweeping fantasy. Not that you can't have in-character romance if you want it, of course! Hopefully I managed to set a few people straight on that point, at least.
Mostly, though, I once again ended up wondering where the month went to. But at least I got to enjoy part of it catching up with old friends I haven't spent much time with in far too long, and with people I've worked with since the last Continuum but never actually met properly. Gaming has introduced me to so many lovely, talented, and generous people, and Continuum was no exception (thanks again for the copy of Monkey, Dan and Gwen - it's great fun, although I bet the people on Newcastle Quayside had no idea what I was doing sitting on the side of the beach with the book and a deck of cards giggling away to myself!).
Labels:
Call of Cthulhu,
Children of Fear,
Continuum,
conventions,
writing
Monday, 2 July 2018
Flaming June
In terms of temperature here in our little corner of England, June was definitely quite a warm one.
It was also quite a busy one again, what with Women in Tabletop in Tabletop Gaming Month getting into full swing. Chaosium's contribution was a series of 24 brief interviews with some of the women who have worked with the company over the years in a variety of roles, be that writing, editing, artwork, layout or publishing as a licensee. Links to each interview can be found here.
This was an important project for me as, although women have been in gaming since the beginning, we are constantly having to fight to be included at the table and, it seems, these days more than ever. Gaming needs diverse voices if it is to thrive, and my hope is to try and encourage women and other under represented groups not to self select against getting involved by seeing that you don't have to have qualification X and have been gaming since Y to contribute on a professional level. I also wanted to highlight that there's more to game production that writing and artwork, so if your forte lies elsewhere, there's still no reason you can't get in there.
Of course, such a project comes with the inevitable downside in these days of social media: trolls. I was dreading the potential backlash we were going to get for daring to raise our heads above the parapet, but, apart from one misogynist at the very beginning and one at the end, we seem to have avoided that sort of nonsense. Unless I didn't see them, which is always a possibility. I had to seriously consider whether we should even take part, primarily from the viewpoint of the safety of the other women involved because, as the curator of the project, I have a duty of care towards them. If that doesn't underline the need for Women in Tabletop Gaming Month and other programmes to raise the visibility of minority groups within gaming, I don't know what does. I sincerely hope the day comes when we don't need to go out of our way to say "Hey, look we're here and we deserve to be treated with equality and respect. You know, like we're actual 'normal' people." But, sadly, today is not, apparently, that day.
On a more positive note, though, I learned so much by reading the interviews that came in and was inspired by each of the stories the women involved were generous enough to share with me and you. We had industry stalwarts from back in the day through to young new voices just getting started, and the thing that shone through more than anything (to me) was their passion for their work. Passion can be inspirational, and sharing your love of your industry/hobby will hopefully encourage new blood into it, or old blood that may have drifted away to give it another shot.
Other than Women in Tabletop Gaming Month, it was also Free RPG Day, so I was down at my FLGS running Scritch Scratch, mine and Chaosium's contribution to the gaming swag this year. (If you missed it, it's now available here as a free pdf with links to POD). I'd already run it for them twice over the years, so it was nice to have a trio of folks who hadn't had the delights of playing it before come to keep me company. As it has been round the block with me a few times over the last two years, I keep threatening to stop running it but, like Sean Connery and James Bond, I've come to the conclusion that I should never say never again!
As Scritch Scratch is very much a character piece until the horror kicks in, it's always a fun one for me to run as I can sit back and watch the players bicker and scheme as that group of pregenerated investigators. It's also fascinating to see how people interpret the characters you've written, and what they pick out of the backgrounds to build their portrayal around. It seems to have gone down well on the whole, and it was a great honour to be asked to turn my go-to convention scenario into something more.
What else?
Back to the last two chapters of Children of Fear, that's what! In June, I managed to complete the first draft of Chapter Eight and began the final bits of research for Chapter Nine. So far, there are ten chapters, the last of which contains various appendices, so that one's already largely written. The first six scenarios have all been tested by various groups (the first chapter is the introduction, of course), and the first three scenarios have been fully tweaked and corrected. (I'll correct the rest once the final round of playtesting is complete.)
It's been a long time coming and it's almost three years since I first discussed the campaign with Chaosium at Gen Con. Obviously, little projects like the newly released Masks of Nyarlathotep got in the way a bit, but it's full steam ahead to get this one finished before the summer is through. (It's also almost two years since we started on the somewhat epic task of bringing Masks up to date with the Call of Cthulhu 7th Edition rules system. Time does, indeed, fly.)
The thing is, big projects take a lot of time to complete, starting with the research, then on through the writing, editing, commissioning artwork, layout, proofing and printing stages. Other, smaller projects and real life have a habit of mugging you on the way past, meaning what was already going to be a long haul gets even longer. Sometimes, you wonder whether you'll ever get to the end of it. But you do, eventually, although it can be a really weird anti-climactic feeling when you finally hand it off to the next step in the chain. Until you see the finished product, of course - then it all becomes worthwhile!
It was also quite a busy one again, what with Women in Tabletop in Tabletop Gaming Month getting into full swing. Chaosium's contribution was a series of 24 brief interviews with some of the women who have worked with the company over the years in a variety of roles, be that writing, editing, artwork, layout or publishing as a licensee. Links to each interview can be found here.
This was an important project for me as, although women have been in gaming since the beginning, we are constantly having to fight to be included at the table and, it seems, these days more than ever. Gaming needs diverse voices if it is to thrive, and my hope is to try and encourage women and other under represented groups not to self select against getting involved by seeing that you don't have to have qualification X and have been gaming since Y to contribute on a professional level. I also wanted to highlight that there's more to game production that writing and artwork, so if your forte lies elsewhere, there's still no reason you can't get in there.
Of course, such a project comes with the inevitable downside in these days of social media: trolls. I was dreading the potential backlash we were going to get for daring to raise our heads above the parapet, but, apart from one misogynist at the very beginning and one at the end, we seem to have avoided that sort of nonsense. Unless I didn't see them, which is always a possibility. I had to seriously consider whether we should even take part, primarily from the viewpoint of the safety of the other women involved because, as the curator of the project, I have a duty of care towards them. If that doesn't underline the need for Women in Tabletop Gaming Month and other programmes to raise the visibility of minority groups within gaming, I don't know what does. I sincerely hope the day comes when we don't need to go out of our way to say "Hey, look we're here and we deserve to be treated with equality and respect. You know, like we're actual 'normal' people." But, sadly, today is not, apparently, that day.
On a more positive note, though, I learned so much by reading the interviews that came in and was inspired by each of the stories the women involved were generous enough to share with me and you. We had industry stalwarts from back in the day through to young new voices just getting started, and the thing that shone through more than anything (to me) was their passion for their work. Passion can be inspirational, and sharing your love of your industry/hobby will hopefully encourage new blood into it, or old blood that may have drifted away to give it another shot.
Other than Women in Tabletop Gaming Month, it was also Free RPG Day, so I was down at my FLGS running Scritch Scratch, mine and Chaosium's contribution to the gaming swag this year. (If you missed it, it's now available here as a free pdf with links to POD). I'd already run it for them twice over the years, so it was nice to have a trio of folks who hadn't had the delights of playing it before come to keep me company. As it has been round the block with me a few times over the last two years, I keep threatening to stop running it but, like Sean Connery and James Bond, I've come to the conclusion that I should never say never again!
As Scritch Scratch is very much a character piece until the horror kicks in, it's always a fun one for me to run as I can sit back and watch the players bicker and scheme as that group of pregenerated investigators. It's also fascinating to see how people interpret the characters you've written, and what they pick out of the backgrounds to build their portrayal around. It seems to have gone down well on the whole, and it was a great honour to be asked to turn my go-to convention scenario into something more.
What else?
Back to the last two chapters of Children of Fear, that's what! In June, I managed to complete the first draft of Chapter Eight and began the final bits of research for Chapter Nine. So far, there are ten chapters, the last of which contains various appendices, so that one's already largely written. The first six scenarios have all been tested by various groups (the first chapter is the introduction, of course), and the first three scenarios have been fully tweaked and corrected. (I'll correct the rest once the final round of playtesting is complete.)
It's been a long time coming and it's almost three years since I first discussed the campaign with Chaosium at Gen Con. Obviously, little projects like the newly released Masks of Nyarlathotep got in the way a bit, but it's full steam ahead to get this one finished before the summer is through. (It's also almost two years since we started on the somewhat epic task of bringing Masks up to date with the Call of Cthulhu 7th Edition rules system. Time does, indeed, fly.)
The thing is, big projects take a lot of time to complete, starting with the research, then on through the writing, editing, commissioning artwork, layout, proofing and printing stages. Other, smaller projects and real life have a habit of mugging you on the way past, meaning what was already going to be a long haul gets even longer. Sometimes, you wonder whether you'll ever get to the end of it. But you do, eventually, although it can be a really weird anti-climactic feeling when you finally hand it off to the next step in the chain. Until you see the finished product, of course - then it all becomes worthwhile!
Labels:
Call of Cthulhu,
Chaosium,
Children of Fear,
Free RPG Day,
Gen Con,
Masks,
playtesting,
writing
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