Showing posts with label Kraken. Show all posts
Showing posts with label Kraken. Show all posts

Tuesday, 31 December 2019

Double Chuckers

I was so going to write November's blog post at the end of November, but things sort of got away from me again. (Ah, the social whirlwind that is the life of a games designer!)

This year really hasn't let up, which means I'm feeling a wee bit worn out. And, while I swore back when I started keeping (a bit more) up to date with this here blogging malarkey that I wouldn't combine posts, I'm going to combine November and December's ramblings or I suspect they'll never get done.

Anyway, it's New Year's Eve and a time for reflection. So, here goes:

Egyptian grammar continues to be pretty much a complete mystery to me. I'll swear the academics have made half the tenses up just for the hell of it, because I certainly don't remember them from French, German and Latin classes at school. (Granted, those are a very, very long time ago now, but even so...) As a result, my translations remain in baby talk for the moment, but I'm hoping that the penny will drop at some point. My tutor, bless him, has just accepted that I will rename hieroglyphs that have been badly carved (rave Godzilla being my favourite of the entire year). In spite of his continued bemusement as to why I ask him to do these things, he not only gave me the translation for "Do not read from the book!" but also helped us to have accurate Ancient Egyptian charms in a supplement (The Shadow Over Providence). Classes continue next year, and I look forward to the ongoing challenge.

There's been a fair few books released this year that had my dabs on them. After a while, you sort of forget what came out when, so I think, in the end, it was 10 books in either physical or pdf (or both), plus consultation on at least 3 more from licensees. And that's just the ones that made it onto people's real and virtual shelves - there's over half a dozen more that are still in the production pipeline that I also worked on either as a writer, editor, developer, or some combination of all three.

And then there were the award nominations: Origins and ENnies, for both my work at Green Ronin and Chaosium. And some awards as well (Call of Cthulhu for the actual win!). It is nice to receive recognition - a lot of people put a lot of work into making these books and that pat on the back means a lot, if for no other reason than it makes you stop for a moment and think "Yes, we have done something pretty cool, haven't we?" And then it's back to the grindstone to get the next thing out.

Conventions: phew, yes. There were more than a few of those this year. OrcaCon (US), CarcosaCon (Poland), DNI Fantastyki (Poland), UK Games Expo (UK), mini-Kraken (Germany), Ropecon (Finland), Necronomicon (US), Kraken (Germany), AetherCon (virtual), and Dragonmeet (UK). Sadly no Steampunks in Space this year due to illness, which was a real disappointment as it's always a fun one.

There were quite a lot of interviews as well this year: Bayt al Azif, AetherCon, The Rolistes, live on Finnish day-time TV (a distinctly surreal experience), several Scandinavian podcasts, and one for the Finnish equivalent of the BBC! I'm pretty certain there were others as well, so apologies if I've forgotten any. As I mentioned at the top, this year has been something of a monumental blur...

Running things: I continue to be allowed out to run games and workshops both in the local area and further afield. Things kicked off with the Call of Cthulhu Starter Set launch in January (in association with the lovely folks at Travelling Man Newcastle, Meeple Perk and the Boutique Beats Bakery) and it never really stopped. Somewhere along the way was Free RPG Day and running things at both stores, along with a workshop at Meeple Games in Durham and numerous games at Meeple Perk. And then there's the embroidery talks and workshops, as well. It's always great fun to escape the writing hovel and talk to actual people, and share my love of games and embroidery with others. 

Looking to the Future: as some of you may have noticed, Chaosium now has the licence to produce a Rivers of London RPG. I spoke to Ben (Aaronovitch) at a book signing in Newcastle a little over a year ago about the possibility and, after a lot of work behind the scenes by my colleagues James Lowder and MOB, and Ben's agent, John, the announcement was made at Dragonmeet. It's met with a lot of positive feedback, so now the job of developing the system begins in earnest. I'm line editor for the project, as well as remaining as associate editor on Call of Cthulhu, so next year is likely to prove even busier than this one. As a fan of the books, I'm very excited about the whole thing as it's something I've been wanting to do for a while. Daunting? Yes - but I'm putting together an excellent team, and I know they'll do a good job. And Ben knows his stuff when it comes to gaming, so collaborating with him is going to be very interesting.

On the Cthulhu front, there's a lot on its way. All I can say is watch this space (as well as official channels) as to exactly what, but there is much goodness in the pipeline: some old and refreshed, some brand spanking new.

As for conventions, I'm off to Bellevue again in just over a week for OrcaCon. I'm not expecting to do quite as many conventions as this year, but then I wasn't expecting to do quite so many this year either!

So, as the old year fades and the new one begins: be safe, be kind, and enjoy your games, and may the New Year bring you peace, happiness and contentment.

See you on the flipside!


Monday, 11 November 2019

Another One Bites the Dust

I was determined to get October’s blog post out as close to the end of the month, but the best laid plans, etc.

As you might have guessed, October was once again pretty busy. There was a lot of work for Chaosium: the usual litany of paperwork, proofing, approving, and editing. And I finally (by the end of the month, at least) got on to updating and editing a book I’ve been trying to update and edit since I went full time for the company in June!

Some projects are just like that: the overlooked child, if you will. They’re good projects, but they never seem to be quite as high a priority as other things, so they frequently get shunted to the end of the queue, meaning that they don’t get picked up again until other things quieten down - relatively speaking, at least. Still, I’m on it now, so hopefully nothing else crops up in the next month or so to distract me from it again...

October saw the first We Are All Us Day, in memory of the late and much missed Greg Stafford, founder of Chaosium and overall gaming mastermind. Chaosium released a free short scenario for each of its lines, and the Call of Cthulhu contribution was The Lightless Beacon by Leigh Carr, which I edited down from its previous incarnation as a convention scenario. If you haven’t already picked it up and are in need of a short filler scenario as a change of pace from your normal campaign, then I recommend you go and take a look - it’s a fun one.

I also ran a game at my friendly local board games cafe, Meeple Perk, for Greg Day (as it was unofficially called). Not Lightless Beacon as I’d already playtested the cut down version there - plus, my feeling has always been that if you’re getting a free game, do you really want me to run it for you in a shop or cafe somewhere? Why not take it home to share and enjoy with your own group instead? Spread the love/joy, etc. But maybe that’s just me...

Instead, I decided to design a short scenario actually based on something Greg had written - and he never actually wrote anything for Call of Cthulhu, so I had to get a little creative. I asked David Larkins, line editor for the King Arthur Pendragon game, if there was anything that might adapt nicely to CoC, and he came back to me with a few suggestions from the Great Pendragon Campaign. One of them was perfect, so I adapted it. And it ran very well. There’s a really strong contingent of role players at Meeple Perk, and it’s always a pleasure to run something new for them.

And then there was the annual pilgrimage to Neuhausen and the Kraken games convention. I was there as a guest again this year, and it’s always a fun one. There’s a very particular atmosphere you get at conventions where there really isn’t anywhere else for you to go, and the Kraken is always exceptionally well catered. It’s pretty fair to say that it’s a few days of eating and drinking with some serious outbreaks of gaming between meals.

I ran Church on the Hill (the Greg Day scenario) again at the Kraken, but with a few tweaks to see if it would work in another setting. Happily, it did, so it’ll be getting a proper write up at some point next year to act as an introductory scenario for yet another book we’re updating to 7th edition. No, not telling you which one, but there are six people you might be able to bribe to tell you! And I’m not telling you who they are, either...

Church on the Hill was another one of those serendipitous scenarios where the seed and the research collided beautifully. I’d thought of a location to use as a model, but had intended to twist it so it wasn’t set in a real place. But, having gone away and researched the real place (the rather wonderful Church of St Mary and St Hardulph at Breedon on the Hill, a village whose name literally translates as “Hill Hill on the Hill”), I decided that it couldn’t really be set anywhere else. Now all I need to do is actually visit the church. We’ve driven past it loads of times on the way to UK Games Expo, but never been to it. Those of you who know it are aware of how striking it is, clearly visible on its little hilltop, but its history is even more striking and well worth hunting out if you’re interested in the Anglo-Saxon period.

The last game I ran in October was back at Meeple Perk on Hallowe’en, when the cafe allowed a full-on Hardy takeover. My lovely husband ran a follow up to his very successful Alien game, while I got to finally run Untold: Adventures Await with the Scooby Doo set of Rory’s Story Cubes, something I’ve wanted to do on Hallowe’en ever since the game came out. As you can imagine, much hilarity ensued and my four players (taking on the roles of Fred, Daphne, Velma and Shaggy, with Scooby as Shaggy’s animal companion) created two very daft stories that were perfectly in keeping with the property as a whole.

And then it was November, but more on that next time. Although you’ll have to wait a little bit, as the monthly switch over takes place on Dragonmeet weekend and there are museums and stuff to visit...

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!)











Thursday, 1 November 2018

Season of Mists and Mellow Games Conventions

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

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

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

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

Oh, yes: hieroglyphics.

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

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

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

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

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

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

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

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

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...