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 conventions. Show all posts
Showing posts with label conventions. Show all posts
Tuesday, 31 December 2019
Monday, 11 November 2019
Another One Bites the Dust
I was determined to get October’s blog post out as close to the end of the month, but the best laid plans, etc.
As you might have guessed, October was once again pretty busy. There was a lot of work for Chaosium: the usual litany of paperwork, proofing, approving, and editing. And I finally (by the end of the month, at least) got on to updating and editing a book I’ve been trying to update and edit since I went full time for the company in June!
Some projects are just like that: the overlooked child, if you will. They’re good projects, but they never seem to be quite as high a priority as other things, so they frequently get shunted to the end of the queue, meaning that they don’t get picked up again until other things quieten down - relatively speaking, at least. Still, I’m on it now, so hopefully nothing else crops up in the next month or so to distract me from it again...
October saw the first We Are All Us Day, in memory of the late and much missed Greg Stafford, founder of Chaosium and overall gaming mastermind. Chaosium released a free short scenario for each of its lines, and the Call of Cthulhu contribution was The Lightless Beacon by Leigh Carr, which I edited down from its previous incarnation as a convention scenario. If you haven’t already picked it up and are in need of a short filler scenario as a change of pace from your normal campaign, then I recommend you go and take a look - it’s a fun one.
I also ran a game at my friendly local board games cafe, Meeple Perk, for Greg Day (as it was unofficially called). Not Lightless Beacon as I’d already playtested the cut down version there - plus, my feeling has always been that if you’re getting a free game, do you really want me to run it for you in a shop or cafe somewhere? Why not take it home to share and enjoy with your own group instead? Spread the love/joy, etc. But maybe that’s just me...
Instead, I decided to design a short scenario actually based on something Greg had written - and he never actually wrote anything for Call of Cthulhu, so I had to get a little creative. I asked David Larkins, line editor for the King Arthur Pendragon game, if there was anything that might adapt nicely to CoC, and he came back to me with a few suggestions from the Great Pendragon Campaign. One of them was perfect, so I adapted it. And it ran very well. There’s a really strong contingent of role players at Meeple Perk, and it’s always a pleasure to run something new for them.
And then there was the annual pilgrimage to Neuhausen and the Kraken games convention. I was there as a guest again this year, and it’s always a fun one. There’s a very particular atmosphere you get at conventions where there really isn’t anywhere else for you to go, and the Kraken is always exceptionally well catered. It’s pretty fair to say that it’s a few days of eating and drinking with some serious outbreaks of gaming between meals.
I ran Church on the Hill (the Greg Day scenario) again at the Kraken, but with a few tweaks to see if it would work in another setting. Happily, it did, so it’ll be getting a proper write up at some point next year to act as an introductory scenario for yet another book we’re updating to 7th edition. No, not telling you which one, but there are six people you might be able to bribe to tell you! And I’m not telling you who they are, either...
Church on the Hill was another one of those serendipitous scenarios where the seed and the research collided beautifully. I’d thought of a location to use as a model, but had intended to twist it so it wasn’t set in a real place. But, having gone away and researched the real place (the rather wonderful Church of St Mary and St Hardulph at Breedon on the Hill, a village whose name literally translates as “Hill Hill on the Hill”), I decided that it couldn’t really be set anywhere else. Now all I need to do is actually visit the church. We’ve driven past it loads of times on the way to UK Games Expo, but never been to it. Those of you who know it are aware of how striking it is, clearly visible on its little hilltop, but its history is even more striking and well worth hunting out if you’re interested in the Anglo-Saxon period.
The last game I ran in October was back at Meeple Perk on Hallowe’en, when the cafe allowed a full-on Hardy takeover. My lovely husband ran a follow up to his very successful Alien game, while I got to finally run Untold: Adventures Await with the Scooby Doo set of Rory’s Story Cubes, something I’ve wanted to do on Hallowe’en ever since the game came out. As you can imagine, much hilarity ensued and my four players (taking on the roles of Fred, Daphne, Velma and Shaggy, with Scooby as Shaggy’s animal companion) created two very daft stories that were perfectly in keeping with the property as a whole.
And then it was November, but more on that next time. Although you’ll have to wait a little bit, as the monthly switch over takes place on Dragonmeet weekend and there are museums and stuff to visit...
As you might have guessed, October was once again pretty busy. There was a lot of work for Chaosium: the usual litany of paperwork, proofing, approving, and editing. And I finally (by the end of the month, at least) got on to updating and editing a book I’ve been trying to update and edit since I went full time for the company in June!
Some projects are just like that: the overlooked child, if you will. They’re good projects, but they never seem to be quite as high a priority as other things, so they frequently get shunted to the end of the queue, meaning that they don’t get picked up again until other things quieten down - relatively speaking, at least. Still, I’m on it now, so hopefully nothing else crops up in the next month or so to distract me from it again...
October saw the first We Are All Us Day, in memory of the late and much missed Greg Stafford, founder of Chaosium and overall gaming mastermind. Chaosium released a free short scenario for each of its lines, and the Call of Cthulhu contribution was The Lightless Beacon by Leigh Carr, which I edited down from its previous incarnation as a convention scenario. If you haven’t already picked it up and are in need of a short filler scenario as a change of pace from your normal campaign, then I recommend you go and take a look - it’s a fun one.
I also ran a game at my friendly local board games cafe, Meeple Perk, for Greg Day (as it was unofficially called). Not Lightless Beacon as I’d already playtested the cut down version there - plus, my feeling has always been that if you’re getting a free game, do you really want me to run it for you in a shop or cafe somewhere? Why not take it home to share and enjoy with your own group instead? Spread the love/joy, etc. But maybe that’s just me...
Instead, I decided to design a short scenario actually based on something Greg had written - and he never actually wrote anything for Call of Cthulhu, so I had to get a little creative. I asked David Larkins, line editor for the King Arthur Pendragon game, if there was anything that might adapt nicely to CoC, and he came back to me with a few suggestions from the Great Pendragon Campaign. One of them was perfect, so I adapted it. And it ran very well. There’s a really strong contingent of role players at Meeple Perk, and it’s always a pleasure to run something new for them.
And then there was the annual pilgrimage to Neuhausen and the Kraken games convention. I was there as a guest again this year, and it’s always a fun one. There’s a very particular atmosphere you get at conventions where there really isn’t anywhere else for you to go, and the Kraken is always exceptionally well catered. It’s pretty fair to say that it’s a few days of eating and drinking with some serious outbreaks of gaming between meals.
I ran Church on the Hill (the Greg Day scenario) again at the Kraken, but with a few tweaks to see if it would work in another setting. Happily, it did, so it’ll be getting a proper write up at some point next year to act as an introductory scenario for yet another book we’re updating to 7th edition. No, not telling you which one, but there are six people you might be able to bribe to tell you! And I’m not telling you who they are, either...
Church on the Hill was another one of those serendipitous scenarios where the seed and the research collided beautifully. I’d thought of a location to use as a model, but had intended to twist it so it wasn’t set in a real place. But, having gone away and researched the real place (the rather wonderful Church of St Mary and St Hardulph at Breedon on the Hill, a village whose name literally translates as “Hill Hill on the Hill”), I decided that it couldn’t really be set anywhere else. Now all I need to do is actually visit the church. We’ve driven past it loads of times on the way to UK Games Expo, but never been to it. Those of you who know it are aware of how striking it is, clearly visible on its little hilltop, but its history is even more striking and well worth hunting out if you’re interested in the Anglo-Saxon period.
The last game I ran in October was back at Meeple Perk on Hallowe’en, when the cafe allowed a full-on Hardy takeover. My lovely husband ran a follow up to his very successful Alien game, while I got to finally run Untold: Adventures Await with the Scooby Doo set of Rory’s Story Cubes, something I’ve wanted to do on Hallowe’en ever since the game came out. As you can imagine, much hilarity ensued and my four players (taking on the roles of Fred, Daphne, Velma and Shaggy, with Scooby as Shaggy’s animal companion) created two very daft stories that were perfectly in keeping with the property as a whole.
And then it was November, but more on that next time. Although you’ll have to wait a little bit, as the monthly switch over takes place on Dragonmeet weekend and there are museums and stuff to visit...
Labels:
Call of Cthulhu,
conventions,
development,
editing,
Kraken,
playtesting,
WeAreAllUsDay,
writing
Sunday, 13 October 2019
Sliding into Autumn
Surprisingly, I wasn't at a games convention in September, which made a nice change. We were also at home for a couple of weekends, which was quite unusual for this year.
Not that I wasn't busy, mind you. There was a lot of art, map and handout direction and commissioning going on for a couple of scenario books that are working their way up through Call of Cthulhu's production pipeline. There was also a lot of checking art and maps for existing commissions.
I also got to do a little bit of writing - not much, just a few story seeds for one of the collections I was editing and art/map directing. It was fun, as the majority of my job now is polishing other people's work for publication so writing my own stuff takes a back seat and is usually restricted to writing con scenarios.
And then there was a lot of PDF proofing for projects that were ready for electronic release and getting sent off to the printers for physical distribution. By the time everything I've worked on this year so far makes its way into shops, I'll have my shelf back in Travelling Man Newcastle! (Last time I had a shelf full of "my" books was when everything in the Achtung! Cthulhu line was in print.)
Outside of Chaosium, but still linked to it, I got to complete a written interview for AetherCon, the online games convention. I'll also be taking part in a panel for that, come November. My interview with the Call of Cthulhu magazine, Bayt al Azif, was also published.
Then I was interviewed by a student from Taylor University, Indiana as part of a course assignment, as well as advising a class there who are producing a scenario for Miskatonic Repository. It's always great fun to talk to the students at Taylor, and this class was brimming with sensible questions and interesting ideas. I'm really looking forward to seeing what they come up with.
And, after a summer of always meaning to keep up with my hieroglyphics but never quite getting round to it, I began translating the Text of Sinuhe ready for my hieroglyphics class restarting in October. Blimey, I'm rusty, and the myriad of odd tenses and sentence constructions mean I'm pretty much getting here on the transliteration side of things, but not so much on the translation side. Still, I do love a good puzzle.
But perhaps the biggest success in September was me getting my accounts up to date and submitting my tax return. I count that as a win!
Not that I wasn't busy, mind you. There was a lot of art, map and handout direction and commissioning going on for a couple of scenario books that are working their way up through Call of Cthulhu's production pipeline. There was also a lot of checking art and maps for existing commissions.
I also got to do a little bit of writing - not much, just a few story seeds for one of the collections I was editing and art/map directing. It was fun, as the majority of my job now is polishing other people's work for publication so writing my own stuff takes a back seat and is usually restricted to writing con scenarios.
And then there was a lot of PDF proofing for projects that were ready for electronic release and getting sent off to the printers for physical distribution. By the time everything I've worked on this year so far makes its way into shops, I'll have my shelf back in Travelling Man Newcastle! (Last time I had a shelf full of "my" books was when everything in the Achtung! Cthulhu line was in print.)
Outside of Chaosium, but still linked to it, I got to complete a written interview for AetherCon, the online games convention. I'll also be taking part in a panel for that, come November. My interview with the Call of Cthulhu magazine, Bayt al Azif, was also published.
Then I was interviewed by a student from Taylor University, Indiana as part of a course assignment, as well as advising a class there who are producing a scenario for Miskatonic Repository. It's always great fun to talk to the students at Taylor, and this class was brimming with sensible questions and interesting ideas. I'm really looking forward to seeing what they come up with.
And, after a summer of always meaning to keep up with my hieroglyphics but never quite getting round to it, I began translating the Text of Sinuhe ready for my hieroglyphics class restarting in October. Blimey, I'm rusty, and the myriad of odd tenses and sentence constructions mean I'm pretty much getting here on the transliteration side of things, but not so much on the translation side. Still, I do love a good puzzle.
But perhaps the biggest success in September was me getting my accounts up to date and submitting my tax return. I count that as a win!
Labels:
Call of Cthulhu,
Chaosium,
conventions,
gaming,
hieroglyphics,
interview,
rpg,
writing
Monday, 9 September 2019
The Halcyon Days of Summer
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?
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?
Labels:
Children of Fear,
conventions,
gin,
Necronomicon,
Providence
Saturday, 10 August 2019
Let Loose in Europe
As you might have guessed, July was also a somewhat hectic month, for a lot of reasons. Chaosium continued to keep me good and busy on the work front, but that isn't going to be the focus of this month's blog post (partly because I'm writing this away from home and the Oracle, my faithful desktop paper diary where I record what I get up to work-wise each day, so I can't check exactly what projects - secret or otherwise - I was working on. And there were a *lot*).
July saw two conventions: DNA Fantastyki in Wroclaw, Poland, and Ropecon in Helsinki, Finland.
The first one I attended was DNI Fantasyki, as a guest of Chaosium's Polish language licensees, Black Monk Games. I'd met the team when I was a guest at CarcosaCon in March, and I was looking forward to spending time with them again and getting to know them a little better. The convention took place in another castle, this one converted into the local arts and cultural centre. The Zamek was also surrounded by extensive parkland, and was a very fairytale style castle - much less vampire-inspired than Czocha!
I was collected from the airport by Joanna, my convention liaison, and taken to the hotel, a few miles from the convention site, but very comfortable. Joanna then took me into central Wroclaw to show me around which, of course, included a little bit of dwarf hunting. Later on, after I'd got back to the hotel and had a nap, I went for a walk to the next door Stadion, to discover that there was a hot rod motor show on there. Many of the attendees were staying in the same hotel as Fantastyki's guests, which was quite an unlikely pairing (although not quite as odd as the time we were at a Doctor Who convention and a bus load of Peter Kay fans arrived to stay for the night after a gig).
I took part in three presentations at DNI Fantastyki: one about upcoming Cthulhu products (that one was mostly in Polish, which was fascinating to listen to), one about what's best in Cthulhu, and one writing workshop. I also ran a session of this year's con scenario (Breath of Angels) and got to play in a storytelling game. A lot of the time, though, was spent sitting in the sun and talking through projects with our licensees. And playing on trams, if there wasn't a convention-organised taxi to get me where I needed to be.
One of the lovely things about the convention is that, because the castle is a community cultural centre, the con organisers want the locals to enjoy the convention, too, so you only need to buy a ticket if you want to go to the talks inside the castle. Everything in the park - the traders, the boffer sword people, the archery people, the food trucks, the beer tents and the music stage - were all free for whoever wanted to come along. As a result, there was a huge variety of people in attendance: cosplayers, gamers, locals, slightly confused visitors...
After the convention, I had a day to myself in Wroclaw, where I went dwarf hunting with a vengeance. I got a little over 70 of the little blighters, although some I must have walked past, going off the tourist map that allegedly showed where most of them were. Joanna once again collected me on the Tuesday to get me to my flight, and I headed home after a great weekend at a small(ish) but highly relaxed and fun convention.
Next up was a much larger convention: Ropecon (just a little under 5,000 this year). When we were in Germany for mini-Kraken in June, Richard received a text message from one of his Finnish LARPing friends, asking if I would be available as a last minute replacement Guest of Honour for Ropecon as, unfortunately, one of their original guests had had to drop out.
Now, I was sure I'd heard of Ropecon - all extremely good things, I hasten to add - but I just wanted to make sure I had the right convention. A quick check with friends on FB confirmed that I really would be an idiot if I said no, so I didn't - I happily accepted the invitation.
Unfortunately, I was due to fly to Helsinki the day after the Great Debacle at Schiphol Airport, which meant my flight was cancelled the night before and there was no getting through to anyone at the airline to sort the problem out due to, as you might expect, tens of thousands of people being stranded and/or without flights. Yes, it was exceptional circumstances, but the airline didn't exactly cover themselves in glory in the days that followed by the way they (mis)handled it. But that's another story...
Anyway, by just sorting myself out and buying the last seat that could get me to Finland in time for the convention, I made my way from Newcastle to Paris, then on to Helsinki, arriving much later than planned but there, nevertheless. I was collected at the airport by Massi and Veemelli, along with fellow guest, Jon Hodgson, who we've known for donkey's years. After a good chat in the car on the way to the hotel, we made some arrangements for sightseeing the next day, and went to get some sleep. (By that time, I'd only had about four hours in the previous 48, so I was a bit worn out.)
Let me just say: never have I been so well looked after at a convention. Not that I've ever not been looked after at convention where I've been a guest, but Ropecon really took it to the next level. We were given a water bottle to make sure we stayed hydrated, awesome convention T-shirts, and a phone so we could get in touch with the organisers whenever we needed to. We had a translator (Veemelli) for the opening ceremony, gala, and closing ceremony so we knew what was going on, as well. We were thoroughly spoiled, which was lovely but a bit odd. At one point during the weekend, Jon lent over and whispered, "How's your impostor syndrome doing?" To which I replied, "Not great. Isn't it just important people who get handlers?"
(I was later informed at the Guest of Honour dinner that we were important people, which always sounds a bit odd, even if it is very nice to hear.)
I was very much kept out of mischief throughout the con: four panels (one about me, one about editing for gaming, one about gender in gaming, and one about the Mythos and gaming), the three big ceremonies, the rock-paper-scissors competition at the bouncy castle, two television interviews (one of them live on Finnish TV!), a newspaper interview, an interview for the convention's livestream (all the panels were livestreamed as well and should be on Youtube, if you're interested), a podcast interview (although his memory card ran out two-thirds of the way through - oops!), a game of Cogs, Cakes &Swordsticks, and recording some promotional material for the con!
I was also introduced to salmiakki (salty Finnish liquorice - lovely stuff), Long Drink (lonkero; gin and grapefruit soda - also lovely stuff; it was invented for the 1952 Helsinki Olympics by the grandfather of the woman who was our panel moderator for the gender in gaming discussion, and apparently one direct translation of its name is - wait for it - tentacle!), Finnish strawberries (soooo good) and the convention tradition of everyone buying vast quantities of sparkling wine because it's far cheaper than beer. Oh, that was a good night - chatting away to Finnish LARPers (most of whom know my husband from his international LARPing exploits) over long drink and sparkling wine until 2.30 in the morning...
And then there was the dancing. Finns really do love their dancing. I was fortunate enough to see them trying to kill each other doing some sort of polka (which basically looked like all the insane bits of Strip the Willow), and then take part in the wolf dance, which really is a sight to behold. Not only were there dance classes all through the convention, but the traditional dancing started at about 8 pm on the Saturday night and, as far as I could tell, was going to go on until everyone collapsed with exhaustion some time in the early hours of Sunday morning. And there was a disco LARP at midnight!
Did I mention the blacksmiths? Because, despite the heat (over 30C most of the time), there were blacksmiths forging away until the early hours of the morning as well. Totally hard core. (I'm pretty certain one of them was actually Wayland.) I may have bought a forged metal D6 - you know, in case any fairies start getting uppity at my gaming table...
Ropecon passed in a whirlwind of friendliness and hospitality. There was a dinner with Finnish game designers (very entertaining, and the best crayfish risotto I've ever had), and a Guest of Honour dinner so we could spend time with all the amazingly hard working convention volunteers (plus: braised reindeer shank, which was really tasty). And then I had to go home, back to my writing hovel (with thankfully little drama).
So, as you can see - another jam-packed month. Two great conventions, so many lovely fans, some great gaming, and some wonderful shared experiences that will stay with me for a long time.
July saw two conventions: DNA Fantastyki in Wroclaw, Poland, and Ropecon in Helsinki, Finland.
The first one I attended was DNI Fantasyki, as a guest of Chaosium's Polish language licensees, Black Monk Games. I'd met the team when I was a guest at CarcosaCon in March, and I was looking forward to spending time with them again and getting to know them a little better. The convention took place in another castle, this one converted into the local arts and cultural centre. The Zamek was also surrounded by extensive parkland, and was a very fairytale style castle - much less vampire-inspired than Czocha!
I was collected from the airport by Joanna, my convention liaison, and taken to the hotel, a few miles from the convention site, but very comfortable. Joanna then took me into central Wroclaw to show me around which, of course, included a little bit of dwarf hunting. Later on, after I'd got back to the hotel and had a nap, I went for a walk to the next door Stadion, to discover that there was a hot rod motor show on there. Many of the attendees were staying in the same hotel as Fantastyki's guests, which was quite an unlikely pairing (although not quite as odd as the time we were at a Doctor Who convention and a bus load of Peter Kay fans arrived to stay for the night after a gig).
I took part in three presentations at DNI Fantastyki: one about upcoming Cthulhu products (that one was mostly in Polish, which was fascinating to listen to), one about what's best in Cthulhu, and one writing workshop. I also ran a session of this year's con scenario (Breath of Angels) and got to play in a storytelling game. A lot of the time, though, was spent sitting in the sun and talking through projects with our licensees. And playing on trams, if there wasn't a convention-organised taxi to get me where I needed to be.
One of the lovely things about the convention is that, because the castle is a community cultural centre, the con organisers want the locals to enjoy the convention, too, so you only need to buy a ticket if you want to go to the talks inside the castle. Everything in the park - the traders, the boffer sword people, the archery people, the food trucks, the beer tents and the music stage - were all free for whoever wanted to come along. As a result, there was a huge variety of people in attendance: cosplayers, gamers, locals, slightly confused visitors...
After the convention, I had a day to myself in Wroclaw, where I went dwarf hunting with a vengeance. I got a little over 70 of the little blighters, although some I must have walked past, going off the tourist map that allegedly showed where most of them were. Joanna once again collected me on the Tuesday to get me to my flight, and I headed home after a great weekend at a small(ish) but highly relaxed and fun convention.
Next up was a much larger convention: Ropecon (just a little under 5,000 this year). When we were in Germany for mini-Kraken in June, Richard received a text message from one of his Finnish LARPing friends, asking if I would be available as a last minute replacement Guest of Honour for Ropecon as, unfortunately, one of their original guests had had to drop out.
Now, I was sure I'd heard of Ropecon - all extremely good things, I hasten to add - but I just wanted to make sure I had the right convention. A quick check with friends on FB confirmed that I really would be an idiot if I said no, so I didn't - I happily accepted the invitation.
Unfortunately, I was due to fly to Helsinki the day after the Great Debacle at Schiphol Airport, which meant my flight was cancelled the night before and there was no getting through to anyone at the airline to sort the problem out due to, as you might expect, tens of thousands of people being stranded and/or without flights. Yes, it was exceptional circumstances, but the airline didn't exactly cover themselves in glory in the days that followed by the way they (mis)handled it. But that's another story...
Anyway, by just sorting myself out and buying the last seat that could get me to Finland in time for the convention, I made my way from Newcastle to Paris, then on to Helsinki, arriving much later than planned but there, nevertheless. I was collected at the airport by Massi and Veemelli, along with fellow guest, Jon Hodgson, who we've known for donkey's years. After a good chat in the car on the way to the hotel, we made some arrangements for sightseeing the next day, and went to get some sleep. (By that time, I'd only had about four hours in the previous 48, so I was a bit worn out.)
Let me just say: never have I been so well looked after at a convention. Not that I've ever not been looked after at convention where I've been a guest, but Ropecon really took it to the next level. We were given a water bottle to make sure we stayed hydrated, awesome convention T-shirts, and a phone so we could get in touch with the organisers whenever we needed to. We had a translator (Veemelli) for the opening ceremony, gala, and closing ceremony so we knew what was going on, as well. We were thoroughly spoiled, which was lovely but a bit odd. At one point during the weekend, Jon lent over and whispered, "How's your impostor syndrome doing?" To which I replied, "Not great. Isn't it just important people who get handlers?"
(I was later informed at the Guest of Honour dinner that we were important people, which always sounds a bit odd, even if it is very nice to hear.)
I was very much kept out of mischief throughout the con: four panels (one about me, one about editing for gaming, one about gender in gaming, and one about the Mythos and gaming), the three big ceremonies, the rock-paper-scissors competition at the bouncy castle, two television interviews (one of them live on Finnish TV!), a newspaper interview, an interview for the convention's livestream (all the panels were livestreamed as well and should be on Youtube, if you're interested), a podcast interview (although his memory card ran out two-thirds of the way through - oops!), a game of Cogs, Cakes &Swordsticks, and recording some promotional material for the con!
I was also introduced to salmiakki (salty Finnish liquorice - lovely stuff), Long Drink (lonkero; gin and grapefruit soda - also lovely stuff; it was invented for the 1952 Helsinki Olympics by the grandfather of the woman who was our panel moderator for the gender in gaming discussion, and apparently one direct translation of its name is - wait for it - tentacle!), Finnish strawberries (soooo good) and the convention tradition of everyone buying vast quantities of sparkling wine because it's far cheaper than beer. Oh, that was a good night - chatting away to Finnish LARPers (most of whom know my husband from his international LARPing exploits) over long drink and sparkling wine until 2.30 in the morning...
And then there was the dancing. Finns really do love their dancing. I was fortunate enough to see them trying to kill each other doing some sort of polka (which basically looked like all the insane bits of Strip the Willow), and then take part in the wolf dance, which really is a sight to behold. Not only were there dance classes all through the convention, but the traditional dancing started at about 8 pm on the Saturday night and, as far as I could tell, was going to go on until everyone collapsed with exhaustion some time in the early hours of Sunday morning. And there was a disco LARP at midnight!
Did I mention the blacksmiths? Because, despite the heat (over 30C most of the time), there were blacksmiths forging away until the early hours of the morning as well. Totally hard core. (I'm pretty certain one of them was actually Wayland.) I may have bought a forged metal D6 - you know, in case any fairies start getting uppity at my gaming table...
Ropecon passed in a whirlwind of friendliness and hospitality. There was a dinner with Finnish game designers (very entertaining, and the best crayfish risotto I've ever had), and a Guest of Honour dinner so we could spend time with all the amazingly hard working convention volunteers (plus: braised reindeer shank, which was really tasty). And then I had to go home, back to my writing hovel (with thankfully little drama).
So, as you can see - another jam-packed month. Two great conventions, so many lovely fans, some great gaming, and some wonderful shared experiences that will stay with me for a long time.
Labels:
Chaosium,
conventions,
dancing,
DNI Fantastyki,
dwarves,
Finland,
gin,
Helsinki,
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Poland,
Ropecon,
rpg,
salmiakki,
Wroclaw
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
Friday, 10 May 2019
Where Did April Go?
I knew there was something I had to do this month. Well, last month, but you know how these things go. But, having been ill for a week in April, I spent a lot of that month furiously attempting to play catch-up, and not entirely successfully.
The month started with me editing the updated edition of Katanas & Trenchcoats. Originally written as a gag and to raise money for a children's hospital, K&T riffs on Highlander and a lot of '80s and '90s over-the-top TV, cinema, music, and games to gloriously silly effect. And the new version may even be playable!
I edited a couple of the supplements for the first version, and they were always highly entertaining, although I did have to be careful with some of them because, never having watched Supernatural, I didn't necessarily get all of the jokes, so always had to check to make sure I wasn't ruining a gag with my cuts and changes. I can also squarely lay the blame for my love of the later Fast & Furious films at the game's door, because I had to watch them for research purposes to edit the car wizards supplement...
Plenty more stuff for Chaosium came sliding across my editorial desk, some of it ongoing sekkrit projects already hinted at on these pages, but also some new bits and bobs that will be out fairly soon as they're small but perfectly formed and can be slipped easily into the production schedule in a way that larger, more complex books can't be. Some of those larger, more complex projects are well on the way, though, so watch this space...
April also saw me in London for a semi-sekkrit meeting about a thing I've wanted to develop for a while. Can't say anything more than that at the moment, obviously, but keep your fingers crossed all the same. All I can say is that it's always very pleasant when someone who's work you enjoy turns out to be a thoroughly lovely person who you could easily spend hours gossiping away with.
The excursion also gave me an excuse to pop up to one of my favourite places in London: the Wellcome Collection - specifically, their Smoke and Mirrors exhibition about the psychology of magic. It being the Easter holidays, it was somewhat packed. There are also a lot of films you need to watch if you're going to get the most out of it, but even bimbling through in a short space of time is well worth it, especially if you run or play mystery RPGs.
Although my hieroglyphics class is currently on hiatus and doesn't return until mid-May, I did get to visit the Barker Research Library at Durham University on Easter Saturday to look at some wonderful 18th and 19th century books on Egypt brought out of storage for the North East Ancient Egypt Society by the wonderful librarians there. As well as some truly beautiful engravings of temples and artefacts, there was a fascinating report by Giovanni Battista Belzoni, former circus strongman turned Egyptologist (the sort of larger-than-life (quite literally, he was 6'7") character made for Call of Cthulhu and pretty much any other historical RPG you can think of), wherein he described crawling through a tomb full of mummies and accidentally crushing them when he had to stop for a rest, then had to stay there for another ten minutes or so to avoid breathing in too much of the mummy dust he'd just created...
I also ran another Call of Cthulhu game at my friendly local games cafe, Meeple Perk. This one was a repurposed scenario originally written for Vampire: the Masquerade some 20 years ago. It only got half-played at the time due to one of the players bringing their friend along to the game; a friend I didn't know who was a total rules-lawyer jerk who wouldn't stop complaining about all the mistakes I was making and how he would've done it much better seeing as he knew everything about V:tM (yes, that guy). I ditched Vampire entirely at that point because I was still too young and inexperienced to tell him where to get off and couldn't face trying to run the rest of my very Gothic, Durham-based (and heavily story-telling-based, as opposed to a "I iz powerful vampire wot can kill everythingz - worship me!" slaughter-fest) campaign with him in the room.
I'm pretty certain this particular scenario may have a slight curse attached to it, though, as things didn't exactly go smoothly to start with on the CoC run either, but by the end it all came together. Several decades of experience and teaching later, I think I can pretty much cope with most things gamers can throw at me, even if it takes a second or two to get my bearings. And there was a lot of laughter, so Breath of Angels is now part of my convention game roster for the next 12 months (at least). I'm not retiring After Dark just yet, but Scritch, Scratch is definitely out to pasture now.
I like to write a new scenario for conventions every year. As I move more into editing, I feel the need to keep my writing skills honed and to create my own thing, rather than purely developing and polishing other people's work. Having that impetus to create a thing for a specific purpose really helps, as well - there's no: "Oh, well, I don't really have time because X, so I won't bother." Because, as happened with this game, it's often more a case of: "Oh, floof, the game's next week? I thought I still had a fortnight to get something prepped! Write, woman! Write like the wind!"
(Which is where having extensive research notes on everything I've ever done also comes in really handy.)
And finally, I started editing a big campaign book for Blue Rose - the last of the big freelance projects still outstanding before I go pretty-much full-time at Chaosium in June. I like working on Blue Rose - the inclusivity and richness of the world is really appealing and the Green Ronin folks are always fun to work with.
So, there we go: another month done and dusted, even if the write-up was a little bit late in coming. Tune in next month (quite probably, knowing me) for what I got up to in May...
The month started with me editing the updated edition of Katanas & Trenchcoats. Originally written as a gag and to raise money for a children's hospital, K&T riffs on Highlander and a lot of '80s and '90s over-the-top TV, cinema, music, and games to gloriously silly effect. And the new version may even be playable!
I edited a couple of the supplements for the first version, and they were always highly entertaining, although I did have to be careful with some of them because, never having watched Supernatural, I didn't necessarily get all of the jokes, so always had to check to make sure I wasn't ruining a gag with my cuts and changes. I can also squarely lay the blame for my love of the later Fast & Furious films at the game's door, because I had to watch them for research purposes to edit the car wizards supplement...
Plenty more stuff for Chaosium came sliding across my editorial desk, some of it ongoing sekkrit projects already hinted at on these pages, but also some new bits and bobs that will be out fairly soon as they're small but perfectly formed and can be slipped easily into the production schedule in a way that larger, more complex books can't be. Some of those larger, more complex projects are well on the way, though, so watch this space...
April also saw me in London for a semi-sekkrit meeting about a thing I've wanted to develop for a while. Can't say anything more than that at the moment, obviously, but keep your fingers crossed all the same. All I can say is that it's always very pleasant when someone who's work you enjoy turns out to be a thoroughly lovely person who you could easily spend hours gossiping away with.
The excursion also gave me an excuse to pop up to one of my favourite places in London: the Wellcome Collection - specifically, their Smoke and Mirrors exhibition about the psychology of magic. It being the Easter holidays, it was somewhat packed. There are also a lot of films you need to watch if you're going to get the most out of it, but even bimbling through in a short space of time is well worth it, especially if you run or play mystery RPGs.
Although my hieroglyphics class is currently on hiatus and doesn't return until mid-May, I did get to visit the Barker Research Library at Durham University on Easter Saturday to look at some wonderful 18th and 19th century books on Egypt brought out of storage for the North East Ancient Egypt Society by the wonderful librarians there. As well as some truly beautiful engravings of temples and artefacts, there was a fascinating report by Giovanni Battista Belzoni, former circus strongman turned Egyptologist (the sort of larger-than-life (quite literally, he was 6'7") character made for Call of Cthulhu and pretty much any other historical RPG you can think of), wherein he described crawling through a tomb full of mummies and accidentally crushing them when he had to stop for a rest, then had to stay there for another ten minutes or so to avoid breathing in too much of the mummy dust he'd just created...
I also ran another Call of Cthulhu game at my friendly local games cafe, Meeple Perk. This one was a repurposed scenario originally written for Vampire: the Masquerade some 20 years ago. It only got half-played at the time due to one of the players bringing their friend along to the game; a friend I didn't know who was a total rules-lawyer jerk who wouldn't stop complaining about all the mistakes I was making and how he would've done it much better seeing as he knew everything about V:tM (yes, that guy). I ditched Vampire entirely at that point because I was still too young and inexperienced to tell him where to get off and couldn't face trying to run the rest of my very Gothic, Durham-based (and heavily story-telling-based, as opposed to a "I iz powerful vampire wot can kill everythingz - worship me!" slaughter-fest) campaign with him in the room.
I'm pretty certain this particular scenario may have a slight curse attached to it, though, as things didn't exactly go smoothly to start with on the CoC run either, but by the end it all came together. Several decades of experience and teaching later, I think I can pretty much cope with most things gamers can throw at me, even if it takes a second or two to get my bearings. And there was a lot of laughter, so Breath of Angels is now part of my convention game roster for the next 12 months (at least). I'm not retiring After Dark just yet, but Scritch, Scratch is definitely out to pasture now.
I like to write a new scenario for conventions every year. As I move more into editing, I feel the need to keep my writing skills honed and to create my own thing, rather than purely developing and polishing other people's work. Having that impetus to create a thing for a specific purpose really helps, as well - there's no: "Oh, well, I don't really have time because X, so I won't bother." Because, as happened with this game, it's often more a case of: "Oh, floof, the game's next week? I thought I still had a fortnight to get something prepped! Write, woman! Write like the wind!"
(Which is where having extensive research notes on everything I've ever done also comes in really handy.)
And finally, I started editing a big campaign book for Blue Rose - the last of the big freelance projects still outstanding before I go pretty-much full-time at Chaosium in June. I like working on Blue Rose - the inclusivity and richness of the world is really appealing and the Green Ronin folks are always fun to work with.
So, there we go: another month done and dusted, even if the write-up was a little bit late in coming. Tune in next month (quite probably, knowing me) for what I got up to in May...
Labels:
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Call of Cthulhu,
Chaosium,
conventions,
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rpg,
writing
Sunday, 31 March 2019
Marching On
You'll probably be unsurprised to hear that March was a busy month here in the writing hovel. As well as moving up to the advanced class in hieroglyphics, the last few weeks have seen a few changes, the biggest of which is that my contract with Chaosium is now on a full-time, permanent basis.
I think I can safely say that, when I sent those early Talislanta scenarios off to Wizards of the Coast, I never envisaged that, 25+ years later, I'd be working for one of the most iconic gaming companies in the field. As I think I said 18 months or so ago when I was first taken on as Assistant Line Editor for Call of Cthulhu, it's a great honour to be able to bring old classics to a new audience and develop new material for such a well-loved, and respected, game. Plus, I get to work with some wonderful people. I still have a lot to learn, but I know Mike (Mason) will steer me in the right direction!
I actually managed to get to one of the North East Ancient Egypt Society meetings this month. (Usually I'm away or already booked for something else.) This one was about the recent findings at Deir el Medina, the craftsmen's village for the Valleys of the Kings and Queens. The most fascinating part of the talk was about the partial mummies they discovered, particularly the torso of a woman with numerous symmetrical tattoos, and the disarticulated woman's thighs with a tattooed lotus flower garter belt. So, as you can imagine, that set the old brain a-whirring...
I've been working on numerous game-related things this month, most of which I can't tell you much about, but it included more development work, sending things out for proofing and compiling things into new collections, along with some more art and map direction. And things are only likely to get even busier as I move into my updated role.
The other highlight of the month was, of course, my trip to Berlin for the company summit, followed by CarcosaCon. It's always fun to be back in Berlin, and this time, we got to release the Berlin: the Wicked City sourcebook PDF while we were there. (Where we were staying for the summit was in the same area the first scenario in the book is set, so we all wandered down to the Elephant Gate at the Zoologischer Garten to take some celebratory photos!)
Held in the wonderful Zamek Czocha, CarcosaCon was the first Call of Cthulhu convention run by the lovely people at Black Monk Games, Chaosium's Polish-language licensees. Funnily enough, my husband, Richard, had already been there three times for various College of Wizardry LARPs over the last two years, so I was aware of what a spectacular venue it was, but it was even better to see it up close and personal, rather than just through photographs.
If you're going to hold a horror game convention in a castle, then it really needs to have secret passageways. Czocha has loads of them, often hidden behind movable bookshelves. It was always lovely to see gamers pop out from a bookcase, dirty great grins plastered across their faces.
You also need dungeons and wine cellars, spiral staircases, a mirror room, lots of portraits of people who are probably definitely not vampires (honest), a tower with a narrow, winding staircase and amazing views, a well in which to drown unfaithful wives, an actual oubliette and a small horde of cats and bats. And a gazebo, which, because of the wonderful sunny weather, you can sit out in and play games. (And yes, there were a couple of Knights of the Dinner Table gazebo jokes - this was a games convention, after all)
As is always the case at these conventions, I was lucky enough to spend time with some old friends and have the opportunity to make new ones in between panels, interviews, running a game and the copious quantities of good, hearty food served up by the castle's catering staff. The Polish Cthulhu players were a wonderful bunch, as were all the other gamers, some of whom had travelled quite a way to be there.
I also got to know Andrew and Sean from the HP Lovecraft Historical Society, who are responsible for the jaw-dropping Masks of Nyarlathotep Gamer Props Set and the wonderful Call of Cthulhu and Whisper in Darkness movies, both of which they showed in the library at the castle over the course of the convention. I also got to hear the opening act of their beautifully produced Masks of Nyarlathotep radio play - it's always a bit odd to hear dramatizations and live-plays of things you've worked on, but I'm thoroughly enjoying listening to the rest of this one now I'm home.
So, April is going to largely be a month of finishing off outstanding projects for other companies, but that's a tale for another day...
I think I can safely say that, when I sent those early Talislanta scenarios off to Wizards of the Coast, I never envisaged that, 25+ years later, I'd be working for one of the most iconic gaming companies in the field. As I think I said 18 months or so ago when I was first taken on as Assistant Line Editor for Call of Cthulhu, it's a great honour to be able to bring old classics to a new audience and develop new material for such a well-loved, and respected, game. Plus, I get to work with some wonderful people. I still have a lot to learn, but I know Mike (Mason) will steer me in the right direction!
I actually managed to get to one of the North East Ancient Egypt Society meetings this month. (Usually I'm away or already booked for something else.) This one was about the recent findings at Deir el Medina, the craftsmen's village for the Valleys of the Kings and Queens. The most fascinating part of the talk was about the partial mummies they discovered, particularly the torso of a woman with numerous symmetrical tattoos, and the disarticulated woman's thighs with a tattooed lotus flower garter belt. So, as you can imagine, that set the old brain a-whirring...
I've been working on numerous game-related things this month, most of which I can't tell you much about, but it included more development work, sending things out for proofing and compiling things into new collections, along with some more art and map direction. And things are only likely to get even busier as I move into my updated role.
The other highlight of the month was, of course, my trip to Berlin for the company summit, followed by CarcosaCon. It's always fun to be back in Berlin, and this time, we got to release the Berlin: the Wicked City sourcebook PDF while we were there. (Where we were staying for the summit was in the same area the first scenario in the book is set, so we all wandered down to the Elephant Gate at the Zoologischer Garten to take some celebratory photos!)
Held in the wonderful Zamek Czocha, CarcosaCon was the first Call of Cthulhu convention run by the lovely people at Black Monk Games, Chaosium's Polish-language licensees. Funnily enough, my husband, Richard, had already been there three times for various College of Wizardry LARPs over the last two years, so I was aware of what a spectacular venue it was, but it was even better to see it up close and personal, rather than just through photographs.
If you're going to hold a horror game convention in a castle, then it really needs to have secret passageways. Czocha has loads of them, often hidden behind movable bookshelves. It was always lovely to see gamers pop out from a bookcase, dirty great grins plastered across their faces.
You also need dungeons and wine cellars, spiral staircases, a mirror room, lots of portraits of people who are probably definitely not vampires (honest), a tower with a narrow, winding staircase and amazing views, a well in which to drown unfaithful wives, an actual oubliette and a small horde of cats and bats. And a gazebo, which, because of the wonderful sunny weather, you can sit out in and play games. (And yes, there were a couple of Knights of the Dinner Table gazebo jokes - this was a games convention, after all)
As is always the case at these conventions, I was lucky enough to spend time with some old friends and have the opportunity to make new ones in between panels, interviews, running a game and the copious quantities of good, hearty food served up by the castle's catering staff. The Polish Cthulhu players were a wonderful bunch, as were all the other gamers, some of whom had travelled quite a way to be there.
I also got to know Andrew and Sean from the HP Lovecraft Historical Society, who are responsible for the jaw-dropping Masks of Nyarlathotep Gamer Props Set and the wonderful Call of Cthulhu and Whisper in Darkness movies, both of which they showed in the library at the castle over the course of the convention. I also got to hear the opening act of their beautifully produced Masks of Nyarlathotep radio play - it's always a bit odd to hear dramatizations and live-plays of things you've worked on, but I'm thoroughly enjoying listening to the rest of this one now I'm home.
So, April is going to largely be a month of finishing off outstanding projects for other companies, but that's a tale for another day...
Labels:
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Call of Cthulhu,
CarcosaCon,
castles,
Chaosium,
conventions,
Czocha,
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hieroglyphics,
interview,
Masks,
rpg
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:
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Call of Cthulhu,
Chaosium,
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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
Tuesday, 4 December 2018
Almost All Done Bar the Shouting
Well, here we are in December, so that means it's time to write November's blog post. But first, I need to remind myself what I wrote in October's ramblings...
Right: sorted. The thing with writing my blog post just after the previous month has finished means I have to remember what I did and didn't say, and what accidentally may have slipped in as a preview. I was pretty well behaved about that last time around, so that's all good.
November, as pretty much every other month this year has been, was another busy one: editing, proofing and art direction for more Call of Cthulhu goodies (including the upcoming Pulp campaign A Cold Fire Within by Christopher Smith Adair), helping out with style guidelines, writing reviews, attending conventions, and - of course - learning more hieroglyphics.
The main convention for November (Dragonmeet just snuck into December again this year) is Steampunks in Space: a marvelous gathering at the National Space Centre in Leicester. Full of all sorts of steampunk shenanigans, it's one of the few non-games cons I get to go to now. (Although saying it's a non-gaming con isn't strictly true, as I do run Cogs, Cakes and Swordsticks there during the weekend.)
As always, we had many highly entertaining demo games, from regulars coming back for another installment in their ongoing adventures, to complete novices just wanting to learn what it's all about. Even more wonderful this year was the three generation family who came along to chat to us about how much fun they'd had with the game when they tried it a couple of years ago, and the gentleman who'd played in a demo game at Ludorati in Nottingham over a year ago who'd tracked us down to get hold of a copy of the book!
Speaking of games cafes, Newcastle now has it's very own one: Meeple Perk. Not that I've had chance to actually play any games there yet, but it's in a very convenient location, meaning that I get to pop in on my way home from hieroglyphics on a Wednesday night for a fortifying cup of coffee. The proprietors - Drew and Rhi - are long-time gamers and lovely people, and the cafe is very cosy and welcoming. Watch this space for more about them next month. (Probably...)
And that's probably all I can really say about work for November - there are some very interesting things bubbling along just below the surface, but apart from turning my hand to some exploratory research for the updated edition of Cthulhu by Gaslight, there really isn't anything else I can tell you for... reasons. (Some because they haven't been announced yet, others because they're really only vaguely formed ideas and hopes at this stage.)
Until next time...
Right: sorted. The thing with writing my blog post just after the previous month has finished means I have to remember what I did and didn't say, and what accidentally may have slipped in as a preview. I was pretty well behaved about that last time around, so that's all good.
November, as pretty much every other month this year has been, was another busy one: editing, proofing and art direction for more Call of Cthulhu goodies (including the upcoming Pulp campaign A Cold Fire Within by Christopher Smith Adair), helping out with style guidelines, writing reviews, attending conventions, and - of course - learning more hieroglyphics.
The main convention for November (Dragonmeet just snuck into December again this year) is Steampunks in Space: a marvelous gathering at the National Space Centre in Leicester. Full of all sorts of steampunk shenanigans, it's one of the few non-games cons I get to go to now. (Although saying it's a non-gaming con isn't strictly true, as I do run Cogs, Cakes and Swordsticks there during the weekend.)
As always, we had many highly entertaining demo games, from regulars coming back for another installment in their ongoing adventures, to complete novices just wanting to learn what it's all about. Even more wonderful this year was the three generation family who came along to chat to us about how much fun they'd had with the game when they tried it a couple of years ago, and the gentleman who'd played in a demo game at Ludorati in Nottingham over a year ago who'd tracked us down to get hold of a copy of the book!
Speaking of games cafes, Newcastle now has it's very own one: Meeple Perk. Not that I've had chance to actually play any games there yet, but it's in a very convenient location, meaning that I get to pop in on my way home from hieroglyphics on a Wednesday night for a fortifying cup of coffee. The proprietors - Drew and Rhi - are long-time gamers and lovely people, and the cafe is very cosy and welcoming. Watch this space for more about them next month. (Probably...)
And that's probably all I can really say about work for November - there are some very interesting things bubbling along just below the surface, but apart from turning my hand to some exploratory research for the updated edition of Cthulhu by Gaslight, there really isn't anything else I can tell you for... reasons. (Some because they haven't been announced yet, others because they're really only vaguely formed ideas and hopes at this stage.)
Until next time...
Labels:
Call of Cthulhu,
Chaosium,
conventions,
hieroglyphics,
steampunk
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
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, 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...
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...
Labels:
Blue Rose,
cake,
Call of Cthulhu,
Chaosium,
conventions,
Free RPG Day,
Green Ronin,
interview,
Kraken,
Masks
Friday, 23 February 2018
All a Bit Hush Hush
Well, I did say I was going to try and be good this year about writing blog posts, so let's get this month's installment committed to electronic paper.
Which might be a little bit difficult, seeing as most of what I've been working on hasn't actually been announced to the public yet.
Ah, well!
So, what can I actually tell you?
First: Playtesting and tweaking is ongoing for the Children of Fear campaign that I've been beavering away on in one form or other now for the last couple of years. For fairly obvious reasons (i.e. Masks of Nyarlathotep), Children of Fear had to take a backseat for almost a year while we updated and refined such an important piece of Call of Cthulhu gaming history.
And while being asked to work on Masks was thrilling, it was also rather daunting, precisely because it is so beloved. Not that you say no to such opportunities - they only come along once in your career, if you're lucky. And hopefully everyone who is waiting for Children of Fear will let me off once they've seen what myself, Mike Mason, Scott Dorward and Paul Fricker helped usher into the world (along with the lovely Nick Nacario and all the insanely talented artists and cartographers who have contributed to the book).
Playtesting can be a difficult, if ultimately rewarding, experience. If you're lucky, it all goes smoothly but, more often than not, it highlights something you knew, deep down, wasn't quite working the way you'd hoped or - worse - just isn't working at all. But, with a good, honest bunch of playtesters, you can fix those problems and make things so much better than they were. That doesn't necessarily mean it isn't a somewhat terrifying procedure to put yourself through, especially when you know people are eagerly awaiting the finished product (and that's certainly the impression I got from all the enthusiastic people who came by the Chaosium booth at Necronomicon last year to ask me why I hadn't finished it yet!). All writers need to be able to kill their darlings, but that doesn't always mean it's an easy thing to do.
Having playtesters you trust helps enormously, and I am blessed to have a lovely group in America (run by the wonderful Heidi) and my own bunch of Wednesday night reprobates here. (Hi, folks!) Sometimes they may say things I might not want to hear, but their experience and knowledge makes their input invaluable and much appreciated, because it is very easy to get too close to your work and end up lost in it, particularly big projects you've been working on for a long time.
Second: Um, this is where it needs to get bit vague. Earlier in the month, with my Assistant Editor's hat on, I finished up something for Call of Cthulhu that I think you'll all be excited by, but I can't actually tell you what it is just yet.
Third: Another vague one. I spruced up a pitch for a scenario for a games company (not Chaosium) and am waiting back to hear on whether or not they want to pick up the final version. It's been a bit of a long haul this one, just on a much smaller scale to Children of Fear (they were both originally mooted at the same Gen Con back in 2015). It had been a year since I'd last done any work on this pitch, and it always takes a bit of time to get back into the swing of things, especially when a different rules set is involved. So, watch this space on that one.
Fourth: More vagueness. Back with my Assistant Editor's hat on again, I've just finished a read through on a book under development, to give my opinion on what we can do to get it finished and out there for all of you to get your teeth stuck into. Again, watch this space!
Fifth: You'll find out about this one pretty soon. It's for Call of Cthulhu, and I'm quite excited about this one. (Not that I'm not excited about pretty much everything I work on, but you'll understand when you see what it is...)
Sixth: Mentoring. I've spent a bit of time this month mentoring a young lady who's entering the gaming profession on the production side, having been a gamer for years. We're into multiple generations of gamers now, and those of us who are working in the industry need to keep an eye out for the people who will, ultimately, replace us, and help them find their feet, be they writers, artists, or graphic designers. Hopefully I'm not telling her a load of old tosh!
Seventh: Embroidery! Yes, as well as writing and editing, I also teach traditional hand embroidery techniques and give talks on them to various groups, such as the Embroiderers Guild. This month is particularly busy, largely because I'm daft enough to take my car out into the wilds of Northumberland in the middle of winter, regardless of the weather. (Not all tutors are quite so adventurous, it seems.) I've already been to Hexham so far this month to give a talk on a traditional Norwegian technique known as Hardanger work (which I'll be repeating on Monday at Ponteland), and tomorrow I'm off to Hartlepool to teach an all-day workshop on a traditional Indian form of quilting, known as kantha.
As for next month: we'll see. I'm expecting in two editing projects from different companies, and there's this small matter of getting Children of Fear finished (although that's going to take a few more months just yet - sorry). There's also Airecon, which we may pop down to for the day. There's undoubtedly something else - there always is! - but, for the moment, I think that will do nicely.
Which might be a little bit difficult, seeing as most of what I've been working on hasn't actually been announced to the public yet.
Ah, well!
So, what can I actually tell you?
First: Playtesting and tweaking is ongoing for the Children of Fear campaign that I've been beavering away on in one form or other now for the last couple of years. For fairly obvious reasons (i.e. Masks of Nyarlathotep), Children of Fear had to take a backseat for almost a year while we updated and refined such an important piece of Call of Cthulhu gaming history.
And while being asked to work on Masks was thrilling, it was also rather daunting, precisely because it is so beloved. Not that you say no to such opportunities - they only come along once in your career, if you're lucky. And hopefully everyone who is waiting for Children of Fear will let me off once they've seen what myself, Mike Mason, Scott Dorward and Paul Fricker helped usher into the world (along with the lovely Nick Nacario and all the insanely talented artists and cartographers who have contributed to the book).
Playtesting can be a difficult, if ultimately rewarding, experience. If you're lucky, it all goes smoothly but, more often than not, it highlights something you knew, deep down, wasn't quite working the way you'd hoped or - worse - just isn't working at all. But, with a good, honest bunch of playtesters, you can fix those problems and make things so much better than they were. That doesn't necessarily mean it isn't a somewhat terrifying procedure to put yourself through, especially when you know people are eagerly awaiting the finished product (and that's certainly the impression I got from all the enthusiastic people who came by the Chaosium booth at Necronomicon last year to ask me why I hadn't finished it yet!). All writers need to be able to kill their darlings, but that doesn't always mean it's an easy thing to do.
Having playtesters you trust helps enormously, and I am blessed to have a lovely group in America (run by the wonderful Heidi) and my own bunch of Wednesday night reprobates here. (Hi, folks!) Sometimes they may say things I might not want to hear, but their experience and knowledge makes their input invaluable and much appreciated, because it is very easy to get too close to your work and end up lost in it, particularly big projects you've been working on for a long time.
Second: Um, this is where it needs to get bit vague. Earlier in the month, with my Assistant Editor's hat on, I finished up something for Call of Cthulhu that I think you'll all be excited by, but I can't actually tell you what it is just yet.
Third: Another vague one. I spruced up a pitch for a scenario for a games company (not Chaosium) and am waiting back to hear on whether or not they want to pick up the final version. It's been a bit of a long haul this one, just on a much smaller scale to Children of Fear (they were both originally mooted at the same Gen Con back in 2015). It had been a year since I'd last done any work on this pitch, and it always takes a bit of time to get back into the swing of things, especially when a different rules set is involved. So, watch this space on that one.
Fourth: More vagueness. Back with my Assistant Editor's hat on again, I've just finished a read through on a book under development, to give my opinion on what we can do to get it finished and out there for all of you to get your teeth stuck into. Again, watch this space!
Fifth: You'll find out about this one pretty soon. It's for Call of Cthulhu, and I'm quite excited about this one. (Not that I'm not excited about pretty much everything I work on, but you'll understand when you see what it is...)
Sixth: Mentoring. I've spent a bit of time this month mentoring a young lady who's entering the gaming profession on the production side, having been a gamer for years. We're into multiple generations of gamers now, and those of us who are working in the industry need to keep an eye out for the people who will, ultimately, replace us, and help them find their feet, be they writers, artists, or graphic designers. Hopefully I'm not telling her a load of old tosh!
Seventh: Embroidery! Yes, as well as writing and editing, I also teach traditional hand embroidery techniques and give talks on them to various groups, such as the Embroiderers Guild. This month is particularly busy, largely because I'm daft enough to take my car out into the wilds of Northumberland in the middle of winter, regardless of the weather. (Not all tutors are quite so adventurous, it seems.) I've already been to Hexham so far this month to give a talk on a traditional Norwegian technique known as Hardanger work (which I'll be repeating on Monday at Ponteland), and tomorrow I'm off to Hartlepool to teach an all-day workshop on a traditional Indian form of quilting, known as kantha.
As for next month: we'll see. I'm expecting in two editing projects from different companies, and there's this small matter of getting Children of Fear finished (although that's going to take a few more months just yet - sorry). There's also Airecon, which we may pop down to for the day. There's undoubtedly something else - there always is! - but, for the moment, I think that will do nicely.
Labels:
Chaosium,
conventions,
development,
gaming,
Gen Con,
Necronomicon,
playtesting,
rpg,
writing
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!
Thursday, 6 August 2015
The Best Four Days in Sleep Deprivation
Or: In Which We Nearly Made It All The Way Through A Trip To Gen Con Without Losing Our Luggage.
Gen Con has finished for another year and I realise that the last time I updated this blog was two years ago (shocking behaviour - I do apologise). So, without further ado, I shall present this year's Gen Con report minus pictures as, once again, I took my camera and utterly failed to used it...
My first Gen Con was in 1994 when it was still in Milwaukee. That was an exciting and odd experience and for years I wanted to get back and bring my husband, Richard, along with me. We finally managed that in 2013 and have been back every year since, with each year being its own peculiar (and exhausting) beast.
This year, I was lucky enough to have been selected as an Industry Insider Guest of Honour and I got to be on three very enjoyable panels. The first was Women in Gaming, which I will admit I was mildly dreading as part of me wondered if we still needed such a panel in this day and age. But, sadly, after the events of the last eighteen months or so, it appears that yes, we most definitely do.
Thanks to the lovely Rachel Ventura of Legendary Games, we'd decided to focus on the positive aspects of being a woman in games, something that was very much appreciated by our audience. Having been to the ConTessa opening ceremony the day before, I'd been reminded of how women have been in gaming from the very beginning and how important their contribution to the worlds we all know and love have been. Sadly, in some quarters, that seems to have been all but forgotten.
It was fascinating to share experiences with Elisa Teague (author of Girls on Games), Nicole Lindroos (Green Ronin), Rachel, and Shoshana Kessock (Phoenix Outlaw Productions) and we really could have done with another hour (at least!) to do the topic justice. Still, there's always next year...
My final two panels weren't until Sunday. The first, hosted by the ever-so-organised Keith Baker, was about designing worlds. We were joined by Elsa S. Henry (Blind Mouse Games), Brannon Boren, and the redoubtable Ken Hite. Although slightly intimidated at first by the illustrious company in which I found myself, this was an excellent panel all round (particularly the startling revelation that, as far as we can tell, Elsa is actually Daredevil, though you didn't hear that from me).
It's always interesting to see how other people approach world building and to discuss how important tone and the type of stories you want to tell are to giving your world its unique feel, and I hope we gave the audience some useful tips and ideas to go away and play with.
My last panel was an absolute hoot. Of all the panelists, Bryan Steele (Ursa's Den) was the only one I didn't know (but, as it turns out, he's thoroughly lovely - hardly a surprise, really, as most people in the gaming industry are). Along with Andy Peregrine, Gareth Ryder-Hanrahan, and Bill Bodden, we had a highly entertaining chat about the dos and don'ts of becoming a freelancer. As Andy said at the time, let's hope we haven't done too good a job, or we've just put ourselves out of work!
In between panels I got to meet up with old friends, some for the first time in the flesh (including the wonderful John Kahane). I also got to make new friends, indulged in sushi therapy with Monica Valentinelli (man, the sea puff specialty roll at Mikado is amazing, and I speak as a sushi virgin), and had some incredibly instructive business meetings, some of which I hope to be able to talk about in the near future.
I also worked the Modiphius booth on Saturday, shilling my wares (Achtung! Cthulhu and Cogs, Cakes & Swordsticks) under the watchful eye of booth manager and long time proofreader and friend, T.R. Knight. It's always lovely to interact with our customers and to hear how they're playing and, more importantly, enjoying our games. I even got a little sketch of Cutey (our nickname for the squid symbol you'll find throughout the A!C books) by John Kovalic although, in my usual oblivious state, I had no idea it was him until after he'd gone and I'd checked the business card she was drawn on! (Unless, of course, someone else has taken to drawing cartoons on the back of Mr. Kovalic's business cards...)
And, of course, there was the ENnie Awards Ceremony. Having nearly missed the first hour because I was convinced it started at 9pm not 8, I was, thankfully, in place to see Achtung! Cthulhu: Terrors of the Secret War win silver for Best Cover. Ian Schofield did a lovely job on that one for us and I was so pleased to see his work recognised by both the judges and the voters.
By far the biggest surprise of the night, though, was Terrors walking away with the silver for Best Monster/Adversary. I honestly thought they'd put up the wrong screen to start with, especially considering the other amazing and beautiful books in that category. But no, it really was us and I was thrilled to bits for Josh O'Connor, Jesse Hawkins, Reuben Saunders, Dave Blewer, Dim Martin, Ian Schofield, Michal Cross and Chris Birch (oh yes, and me, of course, as chief cook and bottlewasher on the book) that people liked what we'd done. The choice we'd made to go cinematic was risky, but the nomination and the medal (one of which is hanging over my computer as I type) show that it was the right decision.
I love Gen Con and it's wonderful to have seen it grow and evolve over the last twenty-one years. This has to have been my favourite one so far and, fingers crossed, we'll get to do it all again next year!
Gen Con has finished for another year and I realise that the last time I updated this blog was two years ago (shocking behaviour - I do apologise). So, without further ado, I shall present this year's Gen Con report minus pictures as, once again, I took my camera and utterly failed to used it...
My first Gen Con was in 1994 when it was still in Milwaukee. That was an exciting and odd experience and for years I wanted to get back and bring my husband, Richard, along with me. We finally managed that in 2013 and have been back every year since, with each year being its own peculiar (and exhausting) beast.
This year, I was lucky enough to have been selected as an Industry Insider Guest of Honour and I got to be on three very enjoyable panels. The first was Women in Gaming, which I will admit I was mildly dreading as part of me wondered if we still needed such a panel in this day and age. But, sadly, after the events of the last eighteen months or so, it appears that yes, we most definitely do.
Thanks to the lovely Rachel Ventura of Legendary Games, we'd decided to focus on the positive aspects of being a woman in games, something that was very much appreciated by our audience. Having been to the ConTessa opening ceremony the day before, I'd been reminded of how women have been in gaming from the very beginning and how important their contribution to the worlds we all know and love have been. Sadly, in some quarters, that seems to have been all but forgotten.
It was fascinating to share experiences with Elisa Teague (author of Girls on Games), Nicole Lindroos (Green Ronin), Rachel, and Shoshana Kessock (Phoenix Outlaw Productions) and we really could have done with another hour (at least!) to do the topic justice. Still, there's always next year...
My final two panels weren't until Sunday. The first, hosted by the ever-so-organised Keith Baker, was about designing worlds. We were joined by Elsa S. Henry (Blind Mouse Games), Brannon Boren, and the redoubtable Ken Hite. Although slightly intimidated at first by the illustrious company in which I found myself, this was an excellent panel all round (particularly the startling revelation that, as far as we can tell, Elsa is actually Daredevil, though you didn't hear that from me).
It's always interesting to see how other people approach world building and to discuss how important tone and the type of stories you want to tell are to giving your world its unique feel, and I hope we gave the audience some useful tips and ideas to go away and play with.
My last panel was an absolute hoot. Of all the panelists, Bryan Steele (Ursa's Den) was the only one I didn't know (but, as it turns out, he's thoroughly lovely - hardly a surprise, really, as most people in the gaming industry are). Along with Andy Peregrine, Gareth Ryder-Hanrahan, and Bill Bodden, we had a highly entertaining chat about the dos and don'ts of becoming a freelancer. As Andy said at the time, let's hope we haven't done too good a job, or we've just put ourselves out of work!
In between panels I got to meet up with old friends, some for the first time in the flesh (including the wonderful John Kahane). I also got to make new friends, indulged in sushi therapy with Monica Valentinelli (man, the sea puff specialty roll at Mikado is amazing, and I speak as a sushi virgin), and had some incredibly instructive business meetings, some of which I hope to be able to talk about in the near future.
I also worked the Modiphius booth on Saturday, shilling my wares (Achtung! Cthulhu and Cogs, Cakes & Swordsticks) under the watchful eye of booth manager and long time proofreader and friend, T.R. Knight. It's always lovely to interact with our customers and to hear how they're playing and, more importantly, enjoying our games. I even got a little sketch of Cutey (our nickname for the squid symbol you'll find throughout the A!C books) by John Kovalic although, in my usual oblivious state, I had no idea it was him until after he'd gone and I'd checked the business card she was drawn on! (Unless, of course, someone else has taken to drawing cartoons on the back of Mr. Kovalic's business cards...)
And, of course, there was the ENnie Awards Ceremony. Having nearly missed the first hour because I was convinced it started at 9pm not 8, I was, thankfully, in place to see Achtung! Cthulhu: Terrors of the Secret War win silver for Best Cover. Ian Schofield did a lovely job on that one for us and I was so pleased to see his work recognised by both the judges and the voters.
By far the biggest surprise of the night, though, was Terrors walking away with the silver for Best Monster/Adversary. I honestly thought they'd put up the wrong screen to start with, especially considering the other amazing and beautiful books in that category. But no, it really was us and I was thrilled to bits for Josh O'Connor, Jesse Hawkins, Reuben Saunders, Dave Blewer, Dim Martin, Ian Schofield, Michal Cross and Chris Birch (oh yes, and me, of course, as chief cook and bottlewasher on the book) that people liked what we'd done. The choice we'd made to go cinematic was risky, but the nomination and the medal (one of which is hanging over my computer as I type) show that it was the right decision.
I love Gen Con and it's wonderful to have seen it grow and evolve over the last twenty-one years. This has to have been my favourite one so far and, fingers crossed, we'll get to do it all again next year!
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