Sunday 11 January 2015

Dragonmeet 2014 Review - The changing face of gaming?


A bit late in the day, but here never the less here's my review of Dragonmeet 2014.

My christmas wish list for Dragonmeet 2014 like the best laid plans of mice and men... went to hell in a handbasket, meaning I didn't get to play half as many games as I would like, but did get to experience:

Castellan (Steve Jackson Games) - A 2 player abstract area control game, which is a bit pricey, but the gorgeous plastic castle pieces make it total eye candy on top of what is a solid fun game.  I also witnessed their Mars Attacks Dice Game which looked like a lot of fun for all ages.  I hope SJG make iOS/Android implementations of both these games soon as they are a lot of fun and more people need to play them.

Always / Never / Now is Will Hindmarch's hack of the one shot Lady Blackbird game by John Harper, set in a non-specific cyberpunk future.  It's got a very simple rules light system which rewards cinematic play and is perfect for a convention session.  Our awesome GM (a member of the London Indie RPG group) taught us the system basics and we were up and running very quickly, hacking, cracking and generally blowing things up in a style which John Woo and Michael Bay can only dream off.  It was hands down the most fun I've had at a con in years.

Drooling over the Sons of Anarchy boardgame at the 247 Toys stand, I played a few rounds of the UK edition of the Firefly boardgame (The one with the extra "Artful Dodger" ship).  It's definitely a long game with plenty of complexity and variety and whilst not as impressive as their demo tabletop (See photo) it will still end up on my BGG wishlist.

Firefly The Boardgame (UK Edition) includes 5th player ship "The Artful Dodger"

Chessex brought their usual truckload of dice (and a big jug to scoop them up with).

I love dice but they sometimes don't love me, they key...
...change them regularly and discipline the naughty ones

Small indie publishers were in evidence all over the show, along with a crop of new micro armour sci-fi miniature wargames fresh from their dropships like Firestorm Planetfall.

Smallcu.be travelled across the channel from belgium to show off their beautiful crokinole boards (I'll own one one day)

YAY Games UK put on a fine show with their fabulously grisly Frankenstein's Bodies game funded via Kickstarter and Chief Creative Andrew Harman was suitably kitted out in his blood stained butcher's apron.

Oakbound Games were showing off their War of the Worlds homage Tripods! in which players try to escape the Martian invasion of London and avoid the encroaching "Red Weed" which begins to cover the board.

Money is always in short supply and so my purchases were limited to a copy of Housing Crisis by Rack & Pinion Games, a tiny 2 player micro game about placing tenants in different sized housing developments.  It was reminiscent of some of my first games from the 70s/80s which also came in small zip-lock bags and I fell in love.

Housing Crisis Rack and Pinion Games, This much fun in a little bag is usually illegal!!
A couple of friends bought some of the award winning and wonderful All Rolled Up dice bags, a beauty to behold especially with the little hand grenade toggles. 

Free swag was minimal (Curse you global recession!) but I did get a promo Munchkin silver coin and "Official cheesy promotional bookmark of power!" from the SJG demo table.  Thumbing through the very glossy Dragonmeet programme you will also find "The Star Fish" a creature for use in Modiphius's WW2 Achtung! Cthulhu setting and "Ornery Octal" a magic item for Cubicle 7s The Laundry RPG.

Overall it was an enjoyable day but there were a few organisational snags, namely:
  • Travel around the trade hall and more importantly between trade hall and gaming rooms felt more of a struggle than usual with what seemed like narrower aisles.  Attendance also seemed higher than at previous years events but this might have just been my perception as the venue felt smaller and more cramped than previous years.  (Organiser Chris Birch has confirmed that attendance was 1600 twice that of previous years)
  • Locating the bring and buy stall and signup boards so close to the entrance/reception may have been a logistical necessity but it caused a bottleneck for people trying to get into/out of the trade hall all day long.
  • Whilst I applaud the sentiment behind the charitable pre-booking of game seats, in reality it just meant lots of game sheets going up on the board were all pre-booked before the show opened its doors.  With seats in such short supply anyway, I'm not sure how much extra this raised for CLIC Sergeant and Vision Rescue, it didn't paint a very inclusive or open picture which is something that I've always liked about Dragonmeet.  Perhaps next year just take a £1 of the ticket price as a donation for these worthy causes and go back to the old system of first come first served, or at least limit the number of pre-bookings per game to 50%.
  • Cloakroom facility was a neat idea which I wish I had used as the venue got hotter and hotter requiring frequent trips outdoors to cool off.
  • A lack of game information in the days leading up to the event makes it harder to plan your day and you end up missing the seminars you want to attend.
  • I didn't see any cosplayers, were they put off by the cold weather?  This may have been a blessing in disguise as they really need their own display space so people can fully appreciate the hard work that they put into their outfits, and space was at most definitely at a premium this year. 
As for the "Changing Face of Gaming" you can see some more photos from the show and attendees tell me "What it means to be a gamer" in this short video.

Saturday 10 January 2015

Semantic Spell Casting in Video Games.

Shorty C over at Noobist Magazine brought this cool video game idea to my attention

Runes: The Forgotten Path is a kickstarter project with a unique semantic spellcasting mode.

Clockwise from 12 - FIRE, AIR, WATER, EARTH
+ 10 ARCHETYPE RUNES from the video  
Essentially the game is designed to use either wiimote style nunchucks, or the analogue sticks of your joypad to "air write" semantic gestures in order to cast spells.  Each Rune begins with an orthogonal movement of each joystick from the center resting position and continues with a circular gesture.  These shapes drawn with left and right hand are combined to create a rune. 

There are 4 basic element runes, 6 combination runes and 10 archetypal runes offering at least a  hundred potential combinations and apparently options to create your own.

Semantic spell components have been around for a long time in tabletop games, I checked... they're in my AD&D PHB published back in 1980.  And it's one of the things I've recommended that my players do for ages (along with creating a physical spell book prop) to add depth and drama to their spell casting characters and increase their level of immersion.

In addition to the added dramatic element, as a DM I can use the characters physical situation to challenge them.

For example a mage is crossing a rope bridge, when it snaps.  Do they resist the urge to grab the bridge and cast a feather fall spell in mid air as they plummet to their death, or do they grap the remains of the rope bridge and wait for the rest of the party to save them?

Similarly what happens if a mage gets injured (or is restrained) and they can't cast because they don't have full use of their hands/arms.  How does the party cope?

Thursday 4 December 2014

Dragonmeet 2014 - A Very British Con

This Saturday (6th December) is Dragonmeet 2014, it's certainly London's biggest RPG convention and one of the highlights of my year.

A few things have changed with the shift in organiser to Modiphius and this year promises to be a much bigger event at a new venue.

Saturday 6th December - 10am to Midnight
IBIS HOTEL EARLS COURT &
ILEC CONVENTION CENTRE
LONDON SW6 1UD

This year I'm aiming to play as many games as I can, in particular I'll be
  • Finding out what all the fuss is about with D&D 5e.
  • Seeing if I can find a game of DREAD to play
  • Playing some boardgames especially Pandemic Contagion
  • Trying not to add to the budget deficit...
I'll also be snapping pictures / doing very short interviews for the blog.  In particular I'll be trying to capture the changing face of tabletop gamers for a blog article.  If anyone is attending and would like to take part please feel free to contact me via the comments below or by sending me a google+ message to +Roleplay-Geek

Wednesday 3 December 2014

Space Travel Plot Ideas

Inspired by Chris Treganza's recent post over at 6d6 here's another take on his 5 Ways to make Space Travel More Interesting

JMC Curry Carton by P2P via Deviantart

The Computer is Not our Friend


Travelling through hyperspace can do strange things to people but even stranger things to computers.  Even something as simple as the corruption of the crew file can lead to deadly consequences when the computer enacts its hi-jacking defence protocols after being boarded by what it thinks are unknown biological entities.

Upgrade Gone Wrong


Spaceship captains are reknown for their use of percussive maintenance and for begging, borrowing or stealing vital components and upgrades for their ships.  What would happen if they replace their computer with an upgraded version never meant for their ship.  Imagine how you would feel if you woke up one day in a body that wasn't yours, the familiar feel of your weapons arrays replaced by a chicken soup vending machine.  You'd have a mental breakdown wouldn't you.

Mirrorship


Their last trip through hyperspace was a strange one, the crew feel all twisted about inside, but weirder still is the fact that everything they know to be familiar is flipped, like a reflection in a mirror.  The computer voice is unintelligible everything is written back to front.  Up is down and right is left, how will they cope? is the damage permanent?  Fortunately the side effects of an Arcturian Brandy hangover only last for 12 hours but all sorts of things can go wrong by then.    

The N Space Worm


Coming out of hyperspace with a thunk the crew find that they've landed on a strange swamp planet full of dangerous life forms.  It wasn't on any charts and the computer can't get a fix on their position because there's no stars or anything to act as reference points.  The external sensors are off the charts with biological life, it's almost like they've landed on a Genesis world.  How long before they realize they're inside the stomach of an N Space Worm which swallowed them in hyperspace? Cue the Fantastic Voyage...

N Space Burglars


The crew wake up from hyperspace to find that they've been burgled.  The ship's computer has a gap in its memory, and they've lost some vital cargo and equipment, for god's sake they've even pinched the captain's chair.  Good thing those cargo pods have trackers on them. 

Friday 28 November 2014

How to Build a Medieval Castle

My favourite living history team are back on TV again and this time they're belping to build a 13th Century Castle from scratch.

Secrets of the Castle is a new 5 part show in which Historian Ruth Goodman, and Archaeologists Peter Ginn and Tom Pinfold, learn the skills needed to build a castle and get a taste of life in the 13th Century.

(L to R) Peter Ginn, Tom Pinfold and Ruth Goodman
Not sure if this series is available to international viewers but it's on BBC iPlayer right now.

You can learn more about this ambitious 25 year long, Guedelon Castle project from wikipedia or at its own website.