I was so going to write November's blog post at the end of November, but things sort of got away from me again. (Ah, the social whirlwind that is the life of a games designer!)
This year really hasn't let up, which means I'm feeling a wee bit worn out. And, while I swore back when I started keeping (a bit more) up to date with this here blogging malarkey that I wouldn't combine posts, I'm going to combine November and December's ramblings or I suspect they'll never get done.
Anyway, it's New Year's Eve and a time for reflection. So, here goes:
Egyptian grammar continues to be pretty much a complete mystery to me. I'll swear the academics have made half the tenses up just for the hell of it, because I certainly don't remember them from French, German and Latin classes at school. (Granted, those are a very, very long time ago now, but even so...) As a result, my translations remain in baby talk for the moment, but I'm hoping that the penny will drop at some point. My tutor, bless him, has just accepted that I will rename hieroglyphs that have been badly carved (rave Godzilla being my favourite of the entire year). In spite of his continued bemusement as to why I ask him to do these things, he not only gave me the translation for "Do not read from the book!" but also helped us to have accurate Ancient Egyptian charms in a supplement (The Shadow Over Providence). Classes continue next year, and I look forward to the ongoing challenge.
There's been a fair few books released this year that had my dabs on them. After a while, you sort of forget what came out when, so I think, in the end, it was 10 books in either physical or pdf (or both), plus consultation on at least 3 more from licensees. And that's just the ones that made it onto people's real and virtual shelves - there's over half a dozen more that are still in the production pipeline that I also worked on either as a writer, editor, developer, or some combination of all three.
And then there were the award nominations: Origins and ENnies, for both my work at Green Ronin and Chaosium. And some awards as well (Call of Cthulhu for the actual win!). It is nice to receive recognition - a lot of people put a lot of work into making these books and that pat on the back means a lot, if for no other reason than it makes you stop for a moment and think "Yes, we have done something pretty cool, haven't we?" And then it's back to the grindstone to get the next thing out.
Conventions: phew, yes. There were more than a few of those this year. OrcaCon (US), CarcosaCon (Poland), DNI Fantastyki (Poland), UK Games Expo (UK), mini-Kraken (Germany), Ropecon (Finland), Necronomicon (US), Kraken (Germany), AetherCon (virtual), and Dragonmeet (UK). Sadly no Steampunks in Space this year due to illness, which was a real disappointment as it's always a fun one.
There were quite a lot of interviews as well this year: Bayt al Azif, AetherCon, The Rolistes, live on Finnish day-time TV (a distinctly surreal experience), several Scandinavian podcasts, and one for the Finnish equivalent of the BBC! I'm pretty certain there were others as well, so apologies if I've forgotten any. As I mentioned at the top, this year has been something of a monumental blur...
Running things: I continue to be allowed out to run games and workshops both in the local area and further afield. Things kicked off with the Call of Cthulhu Starter Set launch in January (in association with the lovely folks at Travelling Man Newcastle, Meeple Perk and the Boutique Beats Bakery) and it never really stopped. Somewhere along the way was Free RPG Day and running things at both stores, along with a workshop at Meeple Games in Durham and numerous games at Meeple Perk. And then there's the embroidery talks and workshops, as well. It's always great fun to escape the writing hovel and talk to actual people, and share my love of games and embroidery with others.
Looking to the Future: as some of you may have noticed, Chaosium now has the licence to produce a Rivers of London RPG. I spoke to Ben (Aaronovitch) at a book signing in Newcastle a little over a year ago about the possibility and, after a lot of work behind the scenes by my colleagues James Lowder and MOB, and Ben's agent, John, the announcement was made at Dragonmeet. It's met with a lot of positive feedback, so now the job of developing the system begins in earnest. I'm line editor for the project, as well as remaining as associate editor on Call of Cthulhu, so next year is likely to prove even busier than this one. As a fan of the books, I'm very excited about the whole thing as it's something I've been wanting to do for a while. Daunting? Yes - but I'm putting together an excellent team, and I know they'll do a good job. And Ben knows his stuff when it comes to gaming, so collaborating with him is going to be very interesting.
On the Cthulhu front, there's a lot on its way. All I can say is watch this space (as well as official channels) as to exactly what, but there is much goodness in the pipeline: some old and refreshed, some brand spanking new.
As for conventions, I'm off to Bellevue again in just over a week for OrcaCon. I'm not expecting to do quite as many conventions as this year, but then I wasn't expecting to do quite so many this year either!
So, as the old year fades and the new one begins: be safe, be kind, and enjoy your games, and may the New Year bring you peace, happiness and contentment.
See you on the flipside!
Showing posts with label OrcaCon. Show all posts
Showing posts with label OrcaCon. Show all posts
Tuesday, 31 December 2019
Tuesday, 5 February 2019
Welcome to the New Year
It seems somewhat appropriate that I'm writing January's blog post about the beginning of the new year on what is the Chinese, and Tibetan, New Year.
January did it's usual of disappearing in a bit of a whirlwind. Besides getting a Cthulhu By Gaslight chapter off to Chaosium and submitting some Blue Rose editing to the lovely Joe Carriker, the first weekend of it was the launch party for the Call of Cthulhu Starter Set. Hosted at the lovely Meeple Perk, and with Newcastle FLGS stalwarts, Travelling Man, getting in copies for eager gamers to get their mitts on, the party saw myself and superb local Keeper, Sean, running six short demos for 23 people over the space of the afternoon. I had great fun and, from the feedback, so did everyone else, too. (The only complaint was from Travelling Man, who wished they'd ordered in more copies of the game to sell, so popular was it!)
And then there was the cake, made specially for us by Beat Boutique Bakery. This glorious tentacular monstrosity (the Call of Cakethulhu, or the Cake of Cthulhu?) was actually a really lovely chocolate cake, and it went down very well with all who dared eat it. (We did keep the Elder Sign intact until the very end, though, just in case).
And, three days after the launch party, we jetted off once more to the Pacific Northwest and the sublime delights of OrcaCon!
I was particularly busy this year, but thankfully not suffering from the hideous cold that meant I have very few memories of OrcaCon 2018, apart from a medicinal hot toddy in the hotel bar, a guest appearance as a philosophical night person in a Blue Rose game, and pancakes at the nearby Chace's Pancake Corral.
Things got off to a flying start on Friday afternoon with my first panel appearance (of five). This one, Being a Non-Mainstream Game Professional, was chaired by the marvellous Steve Kenson, who I had the privilege of working with on Blue Rose. I must admit, I did feel a bit odd, seeing as I am pretty mainstream these days, but I am still a freelancer and it's always a pleasure to wiffle on about such things and hopefully point newcomers in the right direction. (People often don't realise that, even though many of us work for "big" games companies, we're not full-time salaried members of staff in the traditional sense. They also don't tend to realise that most "big" games companies are often only half a dozen permanent members of staff, if that.)
After a bit of mooching about, saying "Hi!" to people and making sure I sated my infinity scarf needs with another visit to the wonderful Sew Cherie, I was back on panel duty for the one I was chairing: RPGs: Art, Education, or Entertainment. What followed was a very enlightening discussion with Gabriel de los Angeles and Kiva Maginn about the nature of games and how we like to compartmentalise things. Not knowing either of my panelists beforehand, I was a little nervous, but they were fantastic and I learned a lot from listening to them.
As a result of the panel, I only managed a brief cameo at this year's Blue Rose game, but it was lovely to pop in and see everyone, even if it was just a flying visit. I also messed up a lot of my timings in regards to meals and stuff on the Friday (I blame jet lag and over-excitement), which meant I was put on the watchlist by the convention folks to make sure I was looking after myself properly for the rest of the weekend. (This is one of the reasons I love OrcaCon - they know we're busy and likely to get distracted, and they're careful to make sure we're not running ourselves ragged as guests.)
Saturday was another busy one: two panels and a game, and I even squeezed in an interview with my old friends, the Geeks of Cascadia. The first panel was Better Realism for Better Worlds: We Did the Research For You. As those of you who know me know, I do love getting down into the research and looking beyond white Western history for inspiration. This was a very interesting panel, and Wes (our host), Katherine, and Tanya all had some wonderful historical tidbits to share with the audience, proving that you really don't have to default to Medieval France every single time.
I got to run After Dark in the afternoon, my current Call of Cthulhu convention scenario. I'd not run it outside Europe before, and you never know which cultural touchstones might not translate across the Big Puddle, but it all went very well, and the players managed to do some truly off the wall things that their European counterparts hadn't thought of!
Evening meant another panel, this time Something at Work in the Soul: Horror in Tabletop RPGs, chaired by the lovely Amanda Hamon. If I remember correctly, I first met Amanda on a panel at OrcaCon a few years ago, so it was great to be back on another one with her. As you might expect, this one ranged over favourite horror settings, how to create atmosphere and pretty much came to the conclusion that if you could, you really should run every horror game in the wine cellar of a castle in the middle of winter...
Sunday was the final day of the con, which is always sad as it's always so much fun. For me, there was still another game and panel to go. Cogs, Cakes and Swordsticks went down well with the players and Big Red (the d6 I always use for convention games) picked another victim for whom she would only roll 1s, so it was nice to be able to tell her other OrcaCon "friend" that he was not the only one to suffer her ire.
Big Red got her name at the first OrcaCon and is somewhat legendary there for her capriciousness. The gentleman in question was playing a ship's barber surgeon and never managed to roll anything other than a 1 the entire game, to the point he was crying with laughter every time he picked up the die and failed, and his crew mates were using him as a threat against their adversaries. In honour of their escapades, they got to name her, and she's been known as that ever since (and that poor, lovely, gentleman has been used numerous times as a cautionary teaching example).
The final panel I was on was Charlatanry and Chincanery: Gamemastering on the Fly, again with Amanda as out host. This one was practical tips and tricks for people who either were GMs or were thinking of becoming one. So, again, hopefully we provided some useful, helpful advice to the people in the audience.
And, as all good thing must, the convention came to an end on late Sunday afternoon. It's always such a welcoming, friendly, and engaging convention, with a host of games, activities, and interesting panels to keep you out of mischief for the course of the weekend. Hopefully, the organisers know how much we love and appreciate it, and the hard work they put in to make it so special. I've met so many wonderful people through it, and had so many great experiences there and it remains one of my most favourite events.
After a few days in Seattle to unwind, recharge, and catch up with friends, I was back home and working on the remaining bits of the Cthulhu by Gaslight update assigned to me. It's always fiddly revamping stuff, having to check everything to make sure it's correct, appropriate and useful. Things have changed so much in game design over the last 30 years, but you have to treat things sympathetically if you're going to retain that spark that made it a beloved product in the first place. Fingers crossed, eh?
And then, of course, there was getting back up to speed with the hieroglyphics. It's amazing how much you forget after a month's break!
And so, until next time. Happy New Year!
January did it's usual of disappearing in a bit of a whirlwind. Besides getting a Cthulhu By Gaslight chapter off to Chaosium and submitting some Blue Rose editing to the lovely Joe Carriker, the first weekend of it was the launch party for the Call of Cthulhu Starter Set. Hosted at the lovely Meeple Perk, and with Newcastle FLGS stalwarts, Travelling Man, getting in copies for eager gamers to get their mitts on, the party saw myself and superb local Keeper, Sean, running six short demos for 23 people over the space of the afternoon. I had great fun and, from the feedback, so did everyone else, too. (The only complaint was from Travelling Man, who wished they'd ordered in more copies of the game to sell, so popular was it!)
And then there was the cake, made specially for us by Beat Boutique Bakery. This glorious tentacular monstrosity (the Call of Cakethulhu, or the Cake of Cthulhu?) was actually a really lovely chocolate cake, and it went down very well with all who dared eat it. (We did keep the Elder Sign intact until the very end, though, just in case).
And, three days after the launch party, we jetted off once more to the Pacific Northwest and the sublime delights of OrcaCon!
I was particularly busy this year, but thankfully not suffering from the hideous cold that meant I have very few memories of OrcaCon 2018, apart from a medicinal hot toddy in the hotel bar, a guest appearance as a philosophical night person in a Blue Rose game, and pancakes at the nearby Chace's Pancake Corral.
Things got off to a flying start on Friday afternoon with my first panel appearance (of five). This one, Being a Non-Mainstream Game Professional, was chaired by the marvellous Steve Kenson, who I had the privilege of working with on Blue Rose. I must admit, I did feel a bit odd, seeing as I am pretty mainstream these days, but I am still a freelancer and it's always a pleasure to wiffle on about such things and hopefully point newcomers in the right direction. (People often don't realise that, even though many of us work for "big" games companies, we're not full-time salaried members of staff in the traditional sense. They also don't tend to realise that most "big" games companies are often only half a dozen permanent members of staff, if that.)
After a bit of mooching about, saying "Hi!" to people and making sure I sated my infinity scarf needs with another visit to the wonderful Sew Cherie, I was back on panel duty for the one I was chairing: RPGs: Art, Education, or Entertainment. What followed was a very enlightening discussion with Gabriel de los Angeles and Kiva Maginn about the nature of games and how we like to compartmentalise things. Not knowing either of my panelists beforehand, I was a little nervous, but they were fantastic and I learned a lot from listening to them.
As a result of the panel, I only managed a brief cameo at this year's Blue Rose game, but it was lovely to pop in and see everyone, even if it was just a flying visit. I also messed up a lot of my timings in regards to meals and stuff on the Friday (I blame jet lag and over-excitement), which meant I was put on the watchlist by the convention folks to make sure I was looking after myself properly for the rest of the weekend. (This is one of the reasons I love OrcaCon - they know we're busy and likely to get distracted, and they're careful to make sure we're not running ourselves ragged as guests.)
Saturday was another busy one: two panels and a game, and I even squeezed in an interview with my old friends, the Geeks of Cascadia. The first panel was Better Realism for Better Worlds: We Did the Research For You. As those of you who know me know, I do love getting down into the research and looking beyond white Western history for inspiration. This was a very interesting panel, and Wes (our host), Katherine, and Tanya all had some wonderful historical tidbits to share with the audience, proving that you really don't have to default to Medieval France every single time.
I got to run After Dark in the afternoon, my current Call of Cthulhu convention scenario. I'd not run it outside Europe before, and you never know which cultural touchstones might not translate across the Big Puddle, but it all went very well, and the players managed to do some truly off the wall things that their European counterparts hadn't thought of!
Evening meant another panel, this time Something at Work in the Soul: Horror in Tabletop RPGs, chaired by the lovely Amanda Hamon. If I remember correctly, I first met Amanda on a panel at OrcaCon a few years ago, so it was great to be back on another one with her. As you might expect, this one ranged over favourite horror settings, how to create atmosphere and pretty much came to the conclusion that if you could, you really should run every horror game in the wine cellar of a castle in the middle of winter...
Sunday was the final day of the con, which is always sad as it's always so much fun. For me, there was still another game and panel to go. Cogs, Cakes and Swordsticks went down well with the players and Big Red (the d6 I always use for convention games) picked another victim for whom she would only roll 1s, so it was nice to be able to tell her other OrcaCon "friend" that he was not the only one to suffer her ire.
Big Red got her name at the first OrcaCon and is somewhat legendary there for her capriciousness. The gentleman in question was playing a ship's barber surgeon and never managed to roll anything other than a 1 the entire game, to the point he was crying with laughter every time he picked up the die and failed, and his crew mates were using him as a threat against their adversaries. In honour of their escapades, they got to name her, and she's been known as that ever since (and that poor, lovely, gentleman has been used numerous times as a cautionary teaching example).
The final panel I was on was Charlatanry and Chincanery: Gamemastering on the Fly, again with Amanda as out host. This one was practical tips and tricks for people who either were GMs or were thinking of becoming one. So, again, hopefully we provided some useful, helpful advice to the people in the audience.
And, as all good thing must, the convention came to an end on late Sunday afternoon. It's always such a welcoming, friendly, and engaging convention, with a host of games, activities, and interesting panels to keep you out of mischief for the course of the weekend. Hopefully, the organisers know how much we love and appreciate it, and the hard work they put in to make it so special. I've met so many wonderful people through it, and had so many great experiences there and it remains one of my most favourite events.
After a few days in Seattle to unwind, recharge, and catch up with friends, I was back home and working on the remaining bits of the Cthulhu by Gaslight update assigned to me. It's always fiddly revamping stuff, having to check everything to make sure it's correct, appropriate and useful. Things have changed so much in game design over the last 30 years, but you have to treat things sympathetically if you're going to retain that spark that made it a beloved product in the first place. Fingers crossed, eh?
And then, of course, there was getting back up to speed with the hieroglyphics. It's amazing how much you forget after a month's break!
And so, until next time. Happy New Year!
Labels:
Blue Rose,
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Call of Cthulhu,
Chaosium,
conventions,
editing,
hieroglyphics,
interview,
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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
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!
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!
Labels:
Call of Cthulhu,
conventions,
gaming,
hieroglyphics,
Kraken,
Masks,
OrcaCon
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
Monday, 22 January 2018
The Best of Intentions
Gosh, it's been a while, hasn't it?
People keep asking me for my blog details, at which point I have to look embarrassed and make noises about not updating it regularly (and I think we can safely say that over two years since the last post definitely counts as "not regularly").
Now, I don't normally do New Year's resolutions, but I'm going to try and update the blog once a month this year so when people ask for my blog details, there's actually something there for them to read. Hopefully.
So, let's get this thing on the road again, eh? It's been a busy month so far. Once again, I was lucky enough to be invited as a guest to OrcaCon, the inclusive games convention that has taken place in the general vicinity of Seattle for the last three years. This year, due to venue issues at the previous location in Everett, the convention moved to the Hilton at Bellevue, which turned out to be a really good choice. No matter where you went in the hotel, there were happy people playing games, and such a wonderful atmosphere.
Now the interesting thing is, I can't honestly remember how I met Donna Prior, the brains behind OrcaCon. She's always been a strong supporter of Cogs, Cakes & Swordsticks, so I'm assuming we bumped into each other on one of the games forums when I was first putting the premise together. We first met face to face at Gen Con, I think in 2013, and the rest is history.
Donna's aim with OrcaCon, which first ran in 2015, was to create a safe, welcoming games convention for people of all ages, genders, and orientations. It's one of my favourite conventions, partly because of the small size (now up to 1200 in its third year), but also because it is full of smashing, enthusiastic people who love their games and want to share that love with others.
This was my third year as a guest, so I was on panel duty as well as running a couple of games. My first panel as moderator was about GMing, and attempting to help people who were thinking about making that first step actually take the plunge. Apparently, this was quite topical, as January is New Game Master Month (although I wasn't aware of this until after the panel!). My second panel was about just what we freelancers get up to during the day, as well as discussing whether No Pants Wednesday is actually a thing. I was supported on both panels by a wonderful array of industry professionals, including Joseph Carriker, Crystal Frasier, Kate Baker, Ari Marmell, Liz Courts, Jenn Sandercock and Erin M. Evans.
As for games, this year I only ran two: Cogs, Cakes & Cthulhu (a Mythos-inspired take on you know what) and Untold: Adventures Await, by the wonderful people at the Creativity Hub. Both sessions were great fun, as always. Apparently, there was quite a queue for the Cogs game, with all sorts of shenanigans threatened by those on the waiting list in their attempts to get into the game! (It's always lovely to be wanted!)
Another reason OrcaCon is a fun one for me is that I actually get to play games. First up was Blue Rose, run by the lovely Joseph Carriker for a group of players that have a Blue Rose game every year at the convention. I was there to help make up the numbers, and it was amusing to play in a scenario I actually edited! I was very good, though, and only reacted to information I was given in character. I had a lovely evening inhabiting the world of Aldis again. I was also lucky enough to play in Steve Kenson's Icons introductory game, where Shadow Dancer and her associates found themselves fighting strange creatures in an intergalactic arena, and stuff my face with Jenn Sandercock's edible games, eventually becoming a member of the Order of the Oven Mitt for my labours!
And I got to have another lovely chat with the gents from the Geeks of Cascadia podcast - at least once Hobbs remembered to plug the microphone in! It's always a pleasure to spend time with Paul, Hobbs, and Co.
But now, sadly, the convention is over and I'm back home again. What's left of this month involves getting the next installment of Children of Fear, my whopping great Chaosium Call of Cthulhu campaign, into shape and submitted, as well as the next assignment in my role as Assistant Editor on Call of Cthulhu. Hopefully more on that next month!
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