Running at Conventions, Part 2: Bringing the Bling

In Part 1, I talked about beating the nerves before a con game. I’m now going to tacle another part of prep – the bling that you can bring to the table. I have to admit first off that I’m not always the biggest fan of bling. Bling for bling’s sake is no good, and it’s absolutely no substitute for a well prepared game with engaging pregens and NPCs. I’ve been in a few games where there were plastic standees and pretty maps, but no core plot, and they didn’t fix the game.

I’m going to split bling into three sections – Must-Haves, Setting, and System. Must-Haves, as you might expect, are the things you need to run the game – which often have some bling within them. Setting bling helps your players to understand the world, while System bling helps them understand the rules.

Must-Haves

character sheet comparison

D&D5e sheet. I think his Acrobatics bonus is wrong, now I look at it

You need character sheets. Most games, these are pregens. You’ve got a number of options – whatever the system provides, either written on with your neatest handwriting or form-filled in a .pdf, or ones of your own design. I’ve seen some nice pregen sheets where the GM has used photoshop to design a flavourful sheet that gets into genre. I don’t do this. I tend to use my own sheets, but it’s usually on Word, and I try to prioritise clarity at the table over looking pretty. I’m proud of my D&D5e character sheets – which I think I borrowed heavily from a twitter post from a Critical Role-er – and if you can get a clear, clean sheet, that wins for me. I sometimes laminate – if I’m going to use them more than once, I almost always do.

You need dice, pencils. Wipe-pens if your sheets are laminated. Don’t assume that all players will bring these things – in any given con game, at least two won’t bring anything. Specialist dice, you need enough for a big pile in the middle of the table – and be aware of dice requirements even for traditional dice. When I run 13th Age at 4th level+, I make sure I’ve got stacks of d8s, for instance – similarly for Marvel Heroic or other Cortex games, it’s d8s that often run short. For a d6 dice pool system, having a couple of blocks that are the same colour makes it easy to distinguish yours from the players’ when they have to borrow them.

(For Marvel Heroic, when I used to run it a lot, I had a 6-piece rubber muffin tin for my dice, each one filled with d4 – d6 – d8 – d10 – d12 – plot point tokens so that players could easily assemble their handful-of-dice for each task)

You need water (to drink, if that isn’t obvious), and I consider a stack of index cards (either card or wipeable) essential, too. For initiative, for writing down NPC names and sticking in the middle of the table, for Fate Aspects, for writing down player and PC names.

Setting Bling

Different settings sometimes require bling – although I’m not a huge fan of character portraits as I prefer to leave it up to my players to set the appearance of their character. There are compelling arguments either way though!

My usual setting bling just runs to some picture sheets that give some ideas for what various things in the setting might look like. I adapted (stole) the idea from Gaz of the Smart Party, who in a Tales from the Loop game got some of the evocative Simon Stålenhag photos to add to the mood of the table. I use them in a more direct way – when I run Glorantha (usually 13G) I have a Friends sheet, that shows what Ducks and Trolls look like, along with some Orlanthi so the players have some idea what they might look like, and a Foes sheet with Walktapi, Broo, and Scorpion Men on.

You can get play mats printed of course, and the Big Book of Battle-Maps looks like an amazing investment if you use that sort of thing (even without grids, it’s often useful to be able to position PCs in the action). I try to have pictures of NPCs ready, but often I don’t – I do have name cards to put into the middle of the table, to avoid all the players having to write down someone’s name when they meet them (and often ask how to spell it).

Other useful setting bling, aside from character art and standees, include lists of names. Even when I’m fully prepped, I’ll often have to name NPCs on the fly, for when the players decide to interview a previously-unimportant bystander, and it’s nearly impossible to get names at short notice. I’m a fan of Fantasy Name Generators and the Story-Games Names Project to get my lists from, but there are many others out there.

System Bling

bling

Some of my bling. I need a bigger ARU.

I’ve written about this before, in posts about running Fate and Conan one-shots, but here’s my general rule: if players (including yourself) have an economy they spend and need to track, they should have something to track it with.

I usually use simple glass beads, purchased as huge job lot from Dice Shop Online when I was running Tenra Bansho Zero and needed up to a hundred, but it’s nice if you can get something thematically appropriate. I have Campaign Coins for Fantasy games (Fate and Fortune points in WHFRP, Fortune in 7th Sea 2nd ed.) and little plastic skulls to track Doom in Conan 2d20. All Rolled Up sell lots of things you can use for this, including plastic counters you can draw your own symbols on that can be used for loads of things.

Cards are also incredibly useful, and it’s always worth a quick poke around the internet before running a game, as often people will have produced them already, even if there aren’t ‘official’ ones available. I wouldn’t dream of running Mouse Guard without the Action Deck, because it makes selecting your three-rounds-in-advance combat actions so straightforward, and there’s something awesome about giving a player a condition and handing them the card with them on.

One-sheet rules summaries are really useful, too. I like to make my own for behind the screen with rules I’m likely to forget (healing rules, usually, or the ‘what happens at 0hp’ question – things that are important but rarely come up). If the players have resources to spend, I’d strongly suggest that they need a sheet telling them what they can spend them on – this can just be a printout of that bit of the .pdf. If your game has critical hits or fumbles, having them printed out so the player can roll on them is better than them having you look them up in the book for them – if it’s feasible to have printouts of these.

All these things can, of course, be laminated, and that will make them re-usable for lots of games. All of which does add up to The Grognard Files’ claim that convention games are a conspiracy by stationers’ and printer manufacturers – we will get through a lot of ink to get these things ready. But they’re worth it, and you can pick and choose which you think is right.

Is there anything I’ve missed? Bling at the convention table has increased in my experience just in the last couple of years, while at the same time miniatures seem to be less common – what’s the best bling you’ve seen at the table?

I’ll be returning to talk about Convention Gaming in a few months – in the meantime, I have some reviews to get posted up. As always, if there’s anything you’d like to see on the blog, drop a comment here or get me on Twitter @milnermaths.

Running at Conventions, Part 1: Beating the Nerves

I’m just back from UK Games Expo, the UK’s biggest games convention, one of the highlights of which was hearing The Smart Party (plus Grognard Files and Jackson Elias representatives) talk about Running Games at Conventions. My most recent post about pregen prep even got a shout out, and you can just about hear my mumbling across the floor talking about 13th Age, and Con games being a lot about demoing/teaching the game.

One comment in particular stood out for me – Paul Fricker talked about getting nervous before convention games. It’s reassuring to hear someone who runs all the time talk about it! A quick twitter survey revealed a big diversity of reactions from those of us who regularly GM at conventions, from those who didn’t really get it any more, to those who find it a major issue.

And it is. To run a game in front of strangers, in a fixed time slot, in a strange place, is challenging. Myself, I still get a frisson of edginess before I run a game – much less than I used to, and I’m trying to explain how I minimise it in these posts. I used to worry terribly about con games, but I’ve got it down now to a positive shot of adrenaline, like Paul has, and I think this is how….

1. Accept That It’s Not Easy – and Do The Human Stuff

Running a con game is not going to be easy. Leaving all the nonsense about the GM being responsible for everyone’s fun aside (they aren’t), you still have responsibility for the social contract, for making sure everyone is comfortable, and for bringing the character sheets. I know some very, very experienced GMs who flat out don’t run at conventions – for them the pay-off isn’t worth the stress. Just by pitching up to do it, you’re taking the first step – and it’s impossible that any of your players could do a better job, or they’d be doing it instead.

Indeed, everyone at the table should want you to succeed, and if they don’t, then you shouldn’t care what they think. For me, it’s not so much the social balancing of running for strangers, as it’s the balancing of running for a mixture of friends and strangers – I can’t recall a time I’ve run a con game where there weren’t people who were already familiar with each other at the table.

So do the human stuff. Get everyone to introduce themselves, even if some of them know each other – especially if some of them know each other. I have what is almost a script at the start of each game that covers practical stuff – we will finish to time (I usually finish early, especially in a 4 hour slot), we’ll have 1 or 2 breaks, if you need a break just shout out, if you need a comfort break just go (we’re not in school, are we?), that sort of thing. I used to write bullet points with these things on, so if you think you might forget, do that. Let everyone get drinks or snacks or go to the bathroom before you start, and check everyone is ready to go before you start.

2. Know Your Stuff

20190605_171152.jpg

Always plastic poppers

The one thing that still gives me nerves is the practical stuff. At Games Expo, I hadn’t run games there before, and there were a few things to navigate – a booking system via the app to book player tickets in, running times for the slots, where the rooms were – that were my primary sources of stress before the game. 13th Age Glorantha is a crunchy, narratively open system, but I’ve run it plenty of times before. Finding the Windsor room, or booking tickets in on the Expo app, were new to me.

So before most cons I have a cheat sheet about practical stuff. It has slot timings for games, things written down like “find the room” before the slot I need to be in it, and notes on anything I need to do like book players in or order food. This is an A4 sheet that gets folded up and put in the same pocket every time, and it’s there so I can check it if I need to (I usually don’t, like so many things the process of making it is the end product).

All my game prep goes into a plastic popper wallet, pregens, any maps I’m using, index cards if I need them, the rulebook if it’s small. Just like the photo. It’s always a plastic popper wallet so I can glance in my bag and be sure that it’s a game in there. Routines, rituals. I get to the game space early – ridiculously early in the case of Expo, because I wasn’t running anything in the slot previous – and unpack. I scan my notes and highlight anything I need to remember, and sometimes even pick out extra bullet points – all to internalise it as much as possible immediately before running.

3. Know Your Rules

Rules one-sheets are your friend! For many systems you can find them on the internet, but making them is a process that is worthwhile in itself. In condensing the rules I need to know onto a side of A4, I internalise rules and exceptions and build confidence for the game. The aim is to not have to open a book at the table (I have the book in my bag – I’m not infallible!) in ‘normal’ play.

Things that often need to be on this – rules for healing (usually a completely different system to the rest of the game), what happens at 0 hp (your health tracker may vary), the rules for PCs assisting other PCs (again, an exception rule that comes up an awful lot in play). There are others depending on the game; so for 13th Age, I have a list of the conditions so I don’t need to remember what Dazed or Vulnerable actually means.

4. Have Contingencies

I try to make sure I can handle, if needed, from 3 up to n+1 players, where n is the number I advertised for. At Expo I’d heard rumours of drop-outs, so promoted my games for 6 players hoping I’d get 4 or 5, and had one game of 3 and one game of 6, so this didn’t exactly work how I’d planned, but I’d prepped for every option.

In a crunchy game like 13th Age or D&D, I have encounters scaled for each option of number of players – in other, simpler, games, it’s easier to wing it. I try to have some ‘collapsible’ scenes as well that can be easily cut (or rooms, if it’s a location-based adventure like a dungeon – in case I need to cut to the end of the adventure, or the players are having fun just roleplaying instead of advancing the plot). Some idea of where additional clues can be put in case the players get stymied. I’m a big fan of lots of clues, and lots of opportunities to find them.

That’s the first selection of tips for running at conventions. In Part 2, I’ll talk about the least/most important part of prep, and another way to beat the nerves – bringing the bling!

Convention Survival

The con season is well and truly underway – I’ll be at North Star in Sheffield next weekend, and then it’s the Shirley Crabtree of UK games cons, UK Games Expo, at the end of the month. While I mention it, I’m running two sessions of 13th Age Glorantha at Expo, on the Friday and Saturday afternoons, and at the time of writing there are still spaces available in each game – so please sign up if you’re interested and watch me not follow my own guidance I talked about here and here.

But conventions can be hard to get through – particularly if, like me, you don’t have the option of a cheeky Monday off after to recover. “Con crud” is a real thing that seems to afflict everyone with illness upon return from a convention, but it can be avoided.

Don’t Eat Crap

Most conventions don’t often give you that much in terms of a healthy option, and it’s easy to eat everything that the con has on offer. While you are on holiday, I guess, you have got to perform as well, and you’re going to need a level of energy if you’re running multiple games across the convention. You might do well, then, to get some fruit down you as well – in order to do this, in my experience, you need to bring it with you or buy it from a nearby shop. Mid-game lulls it’s much easier to snack on a banana or some nuts than the piles of sweets that will probably be within easy reach.

While we’re trying to avoid con crud, you can always invest in hand gel to minimise the chance of catching anything – I know several teachers who swear by it for avoiding the conglomeration of illnesses you can be exposed to.

Don’t Drink Crap

Conventions are social occasions, and I certainly take the opportunity to have a few beers around the night before – but convention hangovers can be brutal, particularly if you’re running a game, so I try to pace myself a bit more carefully now. On an evening when I’m in a game, I tend towards grabbing a bottle of wine – easier to sip in moderation, no need to keep going back to the bar, and if you get a bottle you can share with other players. Ultimately, it’s worth getting enough sleep – you don’t want to be falling asleep in a game either, let alone combine that with a hangover. If you’re running a game, make sure it’s a game you want to be remembered for – one where you know the rules, are well-prepared, well-rested and competent.

Likewise, you probably know your own habits with energy drinks, feel free to use them – but they aren’t a zero-sum game, and it’s pretty easy to reach for one when the caffeine lull hits. I try to stay off the Red Bull until I have to drive home.

Run the Same Game Twice… or more

This is a recent habit I’ve got into and one I’d recommend to anyone who runs multiple games at conventions. Run the same system more than once – usually different games, even at different levels, but it gives me one less thing to worry about. Sometimes I can even use the same pregens more than once – or the same pregens at different levels – which saves significantly on prep time. Having to hold just one system in my head makes it much easier for me to focus on everything else going on at the con, and also at my table. I put quite a lot of pressure on myself to know the rules back to front in a con game, and this makes it a little bit more achievable.

Take a Slot Off

Optional, of course, but if you want to balance the social side of the convention with some non-stop gaming, you can always take a slot off. Last Continuum I took Saturday evening off and spent time having a non-rushed meal and a few (too many) beers with friends. I could have tried to squeeze this in as well, but see previous comments about energy levels – and the break from gaming made me appreciate the games even more.

Play Generously

Even if you run a few games, you’re going to find yourself playing in a few games. I’ll be posting more about this later, but while you’re appreciating the time at the table with another GM, it’s worth trying to be a helpful player as well. Try and drive the plot forward, encourage links to other PCs, and build on their ideas. Try and help to keep the other players on track and don’t leave managing the game enjoyment entirely to the GM. In particular, if one player is being difficult or intransigent, it’s often easier to have an intervention from another player rather than the GM to move the game forwards – and, as an experienced GM, that could be you.

Look After Yourself – and Each Other

First off, if the con you’re at doesn’t have a harassment and safety policy, ask them why not, and challenge them to produce one. Cons can be stressful places, and as an enlightened reader of this blog, try and be friendly and helpful to the organisers and attendees, as you would expect them to be for you.

Conversely, if you need to take some time out between slots, do so. After I’ve run a game, I often need twenty minutes or half an hour on my own – or with one or two people – in the quiet to recover my social-fu. It’s fine to go back to the hotel room to do this, or find a spot to eat on your own or with a trusted confidante.

If you’re at a con where it’s harder to do this, and you think you might need it, be prepared to make the space for yourself. For instance, if you’re going to Expo and the thought of 20,000 gamers being around you feels intimidating, you can get hotels in Birmingham city centre for a fraction (quite a significant fraction!) of the NEC prices, and there are regular trains you can use to get in and out. My Expo plans are to explore in the mornings, run games in the afternoons, and head back to recover in the evenings, and there’s nothing wrong with that. I’ve got to go into work on the Monday morning, and with these plans I hopefully won’t be ill, exhausted, or both.

Of course, with all of this, your mileage may vary, but I think it bears repeating – running games at conventions is hard, and it’s worth remembering how to make it easier. Do you have any survival tips of your own? Any of mine you disagree with? Put them in the comments.

Ravnica Airship Heist – a 3rd level D&D One-Shot

In my review of the Guildmaster’s Guide to Ravnica, I talked about it’s amazing steampunky setting – and it made me think immediately of an airship heist. Well, I went ahead and designed one, and have run it twice now – once at Go Play Leeds and once at the excellent Airecon convention in Harrogate.

airship pic

Airship by Jonny Gray

It’s presented in fairly loose note form below (and here as a .pdf) – and in this post I’ve got links to the pregens that I used for it. You can probably get an idea about how I tend to run D&D5e from it – there’s no maps, for instance, and in particular the part of the one-shot where the PCs have to source flying mounts is left intentionally vague. In both occasions of running it, the Goblin player has decided instead to have his own experimental flying machine.

Let me know any feedback – particularly if you run it, or part of it.

Ravnica Airship Heist

(An Azorius Senate Ravnica One-Shot for five 3rd level PCs)

Background

There’s one airship out of the Tenth District that you need to get to; it’s got Lady Saves on it, a wanted Simic Combine ‘disappearer’ who is wanted for multiple Guildpact violations. She’s gone into deep hiding, but you know she’s still in the Tenth District, and you’re going to capture her.

She knows the Azorius are on to her, though, and has made plans. After exhausting a number of avenues, she has kidnapped Izzet league goblin inventor Grizmalgun and forced him to steal and pilot an airship for her. With this, she will flee to the faraway Sixth District and start her experiments again!

Setup

This one-shot assumes that the PCs are working with, or allied to, the Azorius Senate, and begins at the finale of their investigations into her practices. The adventure begins at the finale of their investigations into her – they have tracked her down to her laboratory on the edge of Zonot Seven, in Precinct Five of the Tenth District. Her crimes – kidnapping, experimentation without consent – are so foul that even the Simic Combine has stopped defending her, and so the Azorius have a warrant for her arrest.

With each PC, ask why they are dedicated to finding Lady Saves – what has she done to them, their Guild or their family. Let them know the terms of the warrant – it applies within the Tenth District, and so it is imperative that they don’t let her escape.

Then ask them which PC they have worked with before – what case they worked on, and what they thought of them.

Cast

Lady Saves is a cruel, heartless Simic biomancer who seeks only to further her own glory by a series of increasingly dangerous experiments. She appears as a beautiful, if otherworldly, woman, and has a thin pair of butterfly wings that are usually kept folded and hidden behind her back. Likewise, if she needs it, a pair of concealed tentacles can emerge from her body.

Grizmalgun is a scatterbrained and disorganised goblin inventor who usually works in the harnessing of elemental powers. He has worked many times on maintaining the Tenth District’s airships, and so is in a prime position to steal one. While he has no time for Lady Saves, the chance to actually fly one of his creations has made him relatively sympathetic to her cause – and the chance to start again in the Sixth District also appeals, as he has a long list of debts from previous experiments.

Scene 1 – Dawn Raid on Growth Chamber Alpha-3

The PCs enter the Growth Chamber to find it apparently deserted – there are two greenish pools in front of them, beyond which a desk of apparatus and notes lies in disarray. Another doorway leads to some abandoned living quarters All through the room is the thick smell of acid which stings the eyes. Within the pools, two Category 1 Krasis (p210 GGR) (both with the Acidic Skin power) lie ready to attacl the PCs. They will try to wait until the PCs have started to investigate the desk, trapping them in the chamber, but if anyone tries to explore the pools they will attack.

A thorough search of the chamber reveals –

  • A detailed plan for airship piloting, which has had several notes left in it
  • A list of Izzet league contacts – with notes next to them, each crossed out. Only one, Grizmalgun, a goblin airship inventor, remains
  • A guide book to the Sixth District, far across Ravnica

If Lady Saves makes it to the Sixth District, she will be well away from her crimes here – even the Guildpact takes a long time to enforce, and she belongs in your jurisdiction! They can follow up the leads

Airships

Research about airships shows that they are likely to be from the Airpship Station at the centre of Tenth District. They are slow but easily obtained with the right contacts, and asking around will reveal that there are unscrupulous Izzet Leaguers who are prepared to bypass security and wards and help people get them.

Scene Two – Grizmalgun’s Workshop

Grizmalgun is long gone, but Lady Saves’ Simic allies have left traps just in case somebody tries to come after him. A Hybrid Shocker and two Hybrid Spies (GGR p218) are hidden in the alleyways around the workshop – test the Spys’ stealth of +5 against the PC’s Passive Perception to see if they are detected, unless they search the outside thoroughly.

Upon entry, the Workshop is a two-story affair – you can use the map on p145 of GGR for it – but much of the walkways around the ground level above the generator have been removed or destroyed. A tripwire near entry triggers the first (mechanical) trap – the lower level begins to flood with water. Whoever enters first must make a DC15 Perception to spot the tripwire, followed by a DC15 Acrobatics to avoid being tipped into the lower level for 1d6 damage and to be within the water. The lower level will fill up within two rounds, and then begin to flood the ground floor. There is a cut-off switch on the far side of the basement floor – from which the water floods – which can be reached and turned off with a DC10 Athletics check.

When the trap is triggered, or when the PCs enter the workshop without it triggering, the Simic will attack. The Shocker can target everyone in the water with their Shocking Touch attack or Electrified Body reaction.

Upon questioning the Simic, they can reveal that Lady Saves is long gone – she is already on board the airship. Similarly, a thorough search of the workshop finds evidence of a fight – and calculations for a flight path and route. Checking the wind speeds and timings, the airship is already airborne – there is no time to lose to catch it!

Scene Three – Airborne Steeds

They need to use their contacts to get hold of either Griffins or Skyjek Rocs to ride onto the Airship, if they want to try and attack aerially. If any of the group have Izzet league contacts, they may be able to find their own Airships. Allow the players to make whatever plans they have for this – a skill check is only needed if you want to determine who has the best-maintained Griffin and who has a grimy beakless nag!

(optional) Scene Four – Aerial Battle

If you have time (allow about an hour for the final confrontation), have the PCs encounter some interference on their way to the fight. Three Harpies (MM p181)have been bribed by Lady Saves to run interference in case they are followed.

An appropriate Animal Handling check can make their Rocs or Griffins sing, which will counteract the Luring Song of the Harpies. As all combatants are mounted, feel free to use – or not use – the Mounted Combat rules, depending on your table preferences.

Scene Five – Airship Heist

On board the airship, there are Lady Saves – stats as a Cult Fanatic (MM p345 – but with a Flight speed of 40ft if she needs it), a Krasis Stage 1 (with Flight – p210 GGR), and Four Simic Thugs (MM p350). There’s also a very frightened-looking Grizmalgun (stats as Counterflux Blastseeker, p242 GGR) who is chained to a cage at the front of the Airship. He can be persuaded to help with an appropriate social skill, and joins in on the PCs side. This can be a difficult battle – particularly if anyone falls off their mounts – but the PCs have access to Grizmalgun, and also their Rocs / Griffons to help that they should be able to make use of.

Scene Six – Airship Crash!

As the battle rages, the Airship begins to pitch and toss, and if the fight is going against her, Lady Saves is likely to pull the bomb mechanism that Grizmalgun has installed and cut the cables. The mechanisms within the airship begin to whirr and the airship begins to lose altitude.

To level it out and crash-land the airship will take a series of skill checks. They need to get to 4 (same as no. of PCs) successes before they reach 3 failures, using a range of skills (generally DC is 10)

  • Use Dexterity (Thieve’s Tools) to repair the rigging
  • Use Intelligence (Arcana) to repair the air elemental holding wards
  • Use Strength (Athletics) to climb onto the rigging and hold it in place
  • Use Charisma (Persuasion) to get Grizmalgun to help – once the bomb goes off he is very keen on observing the carnage instead of helping
  • …and so on

With success, the ship crashes gently into a Rubble Pit – and with it come a group of Gruul. Judicious use of social skills, and explaining Lady Saves’ crimes, should enable them to get out successfully, and they can bring her to justice.

Metaplots of the Apocalypse – one-shot structure in PBTA/FITD games

Last weekend I was at Revelation, the convention for Powered By The Apocalypse (PBTA) and PBTA-adjacent games in Sheffield. I ran Fistful of Darkness (FoD), an in-playtest Blades in the Dark hack, over 2 slots on the Saturday, and faced some challenges as the game has a fairly baked-in metaplot. I’m going to share what I did to pace the session and ensure we had a satisfying conclusion and gradient of doom.

The Basics

4RidersOfDoomV2As I talked about here, in PBTA you can make things easier for yourself by either pre-booking or limiting (depending on if you know your players) the playbooks available. Luckily I knew I had a Shot and a Wrench & Saw playing, so I knew that gunfights and steampunk mad science were going to feature heavily. I spent about forty minutes on prep at the table, getting some NPCs from each player, laying them out on index cards on the table, and getting some features of the town. As I always do with these games, during the seven hour run I had a couple of times where I took a break and asked the players to leave me alone while I did some mid-game prep – mainly involving trying to fold existing stuff into the plot, but more on that later.

Get Your Beats In

FoD has an in-built metaplot – the discovery of Hellstone is releasing monsters, and eventually the Four Horsemen, across the land, leading to an inevitable apocalypse. In play it has a Doom mechanic that triggers this, but I quickly realised that wasn’t going to work for a one-shot session. I decided to keep Doom as a track, but leave it similar to Heat in Blades in the Dark – if it gets too high, monsters will start actually hunting the PCs – and decide myself when the Horsemen made an appearance.

I then thought about the time I had. I wanted to start with an introductory mission that dusted off the system and introduced some core concepts to the players, and made this a ‘mundane’ mission – a completely regular wild west train robbery, with no magical content save for the discovery of Hellstone in the safe and discovery of plans for a Hellstone claim. At the end of the first (3-hour) session I wanted the First Horseman to appear, and then the other three were to appear in the second act – one at first fairly early, and then two at once to herald the apocalypse proper about an hour from the end, to propel the PCs to the final action to try and prevent it.

Chekhov’s Apocalypse Horsemen

In play I tried to steer everything to make the appearance of the Horsemen tied to their own actions – any chaos they created, or NPCs they killed, inevitable came back to bite them as the situation got worse. Neatly, they managed to frame one NPC for murder almost by accident, so when he was hanged in the centre of town he came back as the Hanged Rider. As the players interacted with the town and its environs, the chorus of NPCs responded in kind, becoming more angry and bestial, so hopefully the final breakdown of the barriers between worlds felt natural.

There were also mundane re-incorporations; as part of the initial setup two PCs determined they were in town to compete in a poker tournament, so when we fleshed that out as a riverboat tournament it became a centrepiece scene.

Be Prepared! (to ignore your prep)

As well as an overall sketch, I had six jobs ready for the PCs that, while not directly related to the metaplot, could be twisted and folded into it. As it was maybe two made an appearance, and heavily modified at that, but several of them were options for the PCs to explore – they just chose not to, as there were always more pressing matters to attend to. I’d like to think that, like the side missions in an open world videogame, they added depth to the world, and I felt better as a GM knowing I had some prep I could fall back on. These were literally randomly rolled on the FoD tables.

Enjoy Yourself!

One of the true pleasures of these sorts of games is the unexpected scenes that come up, often from failed rolls. There were at least three of those scenes that I never could have expected in this session, and that made it all worthwhile. I do find running PBTA/FiTD games more exhausting than more traditional games – it’s the feeling of having to stay on top of everything and focus your moves all the time – but it’s worth it.

In my other games at Revelation, I played the fantastic PvP space fantasy epic Spacewurm vs. Moonicorn, and an excellent British millenial superhero romp of Masks. All excellent fun – and it’s happening next year as well. Have you used any techniques to embed metaplot or story advancement in otherwise improvised games? Comment below, or find me on twitter.

CSI: Tenth District – Ravnica Pregens

(update: I’ve added the link to the final pregen, a Goblin Fighter more geared towards magic than fighting, to use with the adventure itself here)

Following my post about Ravnica, I’ve been doing some prep for a game I’m going to run at Airecon in March (and probably a few other places, if it goes well). It’s for 3rd level characters loosely serving the Azorius Senate (the law-keeping guild in the game) and involves them chasing clues to try and recover a rogue biomancer. It’s heavily grounded in the pulp/action tradition, and includes an airship heist – because if there are airships in a setting, you’ve got to let the PCs heist one. The prep is still in development, but I’ve got a few tweaks that I’m excited about that I’ll share here including:

  • randomly-distributed NPC contacts that are key to the mission
  • establishing questions to determine the prior investigation and bring the PCs together as a team, and
  • ways to determine PC histories with key NPCs in the plot

I’m excited about it! Part of the joy of Ravnica is that by giving random tables instead of reams and reams of history, as DM you have the freedom to create interesting situations without worrying about canon (on the Smart Party Podcast, Baz and Gaz asked Kate Welch, Wizards Game Designer about this, and it certainly looks to be a part of their plans going forwards for new settings).

In the meantime, I’ve done a set of pregens for the adventure, and tried something a bit different in the character sheet design. I’ve tried to put the minimum of information on, and to make it as clear and easy as possible to use.

Some things have had to be sacrificed (not really any room for actual spells – I’ll be using the excellent spellbook cards at the table) – like non-proficient skills – but I’m curious to see how they run in play. I think that often pregen sheets have too much information on, and just look too complicated, which leads to things being missed if people aren’t familiar with the system; compare the Minotaur sheet above against the WFRP sheet I used for my Night of Blood game at Go Play Manchester.

 

So, anyway, here are the pregens – all 3rd level, and probably not as optimised as they would be if I’d played more D&D5e – but all ready to investigate crime in the Tenth District.

Vedalkan Wizard

Human Paladin

Minotaur Barbarian

Human Rogue

Goblin Fighter

Please let me know if you use them, or have any feedback with them – I’m working on making my pregens more functional, and I’ve usually got a bit of a tin eye for visual design. And I’ll share the rest of the prep on here soon.

2018: The Year in Review

I’d like to spend some time talking about my gaming year in review. It’s been great, and I’ve managed to not just get lots of gaming in, but also expand what I’ve done – try some new stuff, if you like. Big thanks to everyone I’ve gamed with, who’s run games for me, or with whom I’ve set the industry right with – never have I felt more part of a UK RPG community than this year.

Conventions – Running Games

Not counting Go Play Leeds, the monthly gaming meet-up I run locally, I think I’ve made it to seven conventions this year. Most of them have been documented through the year – although there were two conventions, Dragonmeet and UK Games Expo, that I didn’t run or play anything at.

At Revelation I ran a Dungeon World adaptation of Forest of Doom, and 24 Hour Party People, an Urban Shadows game set in Britpop Manchester. North Star’s first incarnation saw me finally run Tenra Bansho Zero, a white whale of gaming put to bed (for now – although I’m tempted to get it out again sometime this year). At Seven Hills I ran 7th Sea (which now, makes me realise how much I liked it – must get it out again in 2019) and 13th Age in Glorantha (13G). At Continuum I went with 13G again and Blades in the Dark, and at Furnace I ran three different games of 13G. At Grogmeet, I ran Twilight 2000, a fun game despite a very dated system. I had a lot of fun trying to make it more enjoyable for my own style of GMing – although it’s not a system I think I’ll be returning to any time in the future.

One thing I did at Furnace I’m going to do more of – to make sure when I’m running multiple games at a con (I usually do) they are the same system, even if not the same scenario. Carrying around just one set of rules in my head made the weekend much less stressful than even if I’d run two games with different systems. I’ve also taken Simon Burley‘s advice and re-run some con scenarios; I think Beard of Lhankhor Mhy has seen three outings at least, and I’ve just finished running Night of Blood for WFRP4e for the second time. Simon is dead right about the benefits of this in terms of producing quality game time and being much more relaxing for the GM, and I wish I’d listened to him sooner.

Conventions – Games Played

I’ll start this off by saying that there are very few bad convention games, that even if it’s a game that I haven’t enjoyed I’ve always found it useful, and I haven’t had any real stinkers this year. I try to play as much as I run at cons and I think I’ve achieved that.

That said, the mark of a great game played for me is often that I go off and want to run it myself, and I’ve had memorable games of Blades in the Dark (from Pete Atkinson) and Warhammer 4th Edition (from Evilgaz) that have made me do just that.

I’ve also managed to get some ongoing play this year, in the form of a game of D&D5e playing through Waterdeep Dragon Heist. Scheduling has become tricky for this game – my job means committing to a weekly evening difficult – but it’s been great to see our PCs develop, and remember the fondness you develop for characters that emerge with a history and backstory – a great group of players and a great DM help with this too.

Plans for 2019

Looking forwards to 2019, I feel like I’ve got a few things already in mind to achieve in the coming year. Continuing with this blog, which has settled down into a mixture of game commentary and actual game material; I started this thinking I’d never look at hits, but you can’t help but do it and it’s pleasing that the number of people reading my words has increased to a level where this feels worthwhile! As always, feel free to suggest topics or games to look at either here or on other internet ventures (I’m @milnermaths on twitter).

I’ve got some writing and editing to do early in the year, with the Liminal RPG being released early in the year – I’ve got some case files, some locations, and a book on vampires to get down. There’s also a little project for the Cthulhu Hack, some stuff for 13G with D101 Games, and I plan on getting more one-shots up on here for people to play with for other systems. One of these is appearing in Role-Play Relief, a charity project from Simon Burley and others.

In terms of gaming, I plan to get some more online games under my belt, both one-shots and short 3-session minicampaigns. Go Play Leeds continues to grow, and it’s now got to the point where I no longer worry about having enough players, but having enough GMs to accommodate them, and I’ve taken up the reins with helping to organise the 7 Hills convention in Sheffield. I play to go to Airecon and Expo properly this year, and actually run some games. Go Play Leeds has also spawned a sister event, Go Play Manchester, which launches in January – which I aim to get to when I can. I seem to have a pretty full schedule already.

So, more games, more writing, and more stuff in the new year. People used to talk about the decline of the hobby, but it’s surely in another golden age now, yeah? Hope everyone has a great new year, and any gaming-related (or other) resolutions are easy to stick to!