Con report: Dragonmeet 2019

After attending a number of excellent events earlier this year I knew that my final convention of the year had to be something special. That really meant I had only one option, Dragonmeet this past Saturday (November 30th) in London. As I’m no longer based in the South East I went with the there and back again stupidly long day option, taking a 06:45 train down from Liverpool and then rushing off to catch a 18:07 train home again. Was the 16 hour round trip worth it? Absolutely.

The Convention

The last time I was at Dragonmeet (2015 I think) it had just relocated to its current venue, the Novotel West hotel near Hammersmith. In that time it has grown substantially, with the trade hall now spread over two floors and they have finally (!) replaced the game sign-up process with online booking that limits the sign-up scrum that the convention had become infamous for.

I spent the morning in the trade hall, saying hello to people and browsing the stalls and even conducting an impromptu interview for the Rolistes podcast. After working on the Crystal Heart kickstarter I also finally got the chance to say hello in person to Eran and Aviv from Up to Four Players and I can’t wait to see how that world progresses over the next year. I handed out business cards with free download links to a few people, so hopefully that will help with getting my work seen by a wider audience. (This is something that I find excruciatingly difficult so sorry to anybody that thought I was avoiding a conversation!)

Overall I was really impressed by the range of products on offer and thanks to expanding onto the second floor it never felt too busy (unlike the chaos of Expo). Dragonmeet is built around RPGs and it was good to see that while it has grown there were still dozens of independents mixed in with established small studios and some of the larger publishers such as Modiphius, Cubicle 7 and Pelgrane Press.

I’ve posted a separate loot post but suffice to say I had no problem in spending more than I’d initially planned to and was happily over budget by half eleven. There were a few further products I did consider picking up – Carbon 2185, which looks really nice but from my perspective is a difficult ask given my apprehension towards 5E derivatives. There was also Broken Shield 2.0, a brand new iteration of an interesting dark future-noir setting. Unfortunately I’d bought the original game many years ago and got burned by the clunky, old-school system so was reluctant to jump straight in. I have, however, downloaded the quick-start so will give that a good look through.

Indie Games on the Hour

After playing in Games on Demand at UK Games Expo back in June I volunteered my services to run games in two slots at indie Games on the Hour (iGOTH), organised (primarily) by Josh Fox from Black Armada. I offered two games – Project Cassandra and Demon Hunters, which are probably the only systems I know well enough to comfortably run in under two hours for strangers.

During my first slot I had three players for Project Cassandra and we played the Ich bin ein Berliner scenario that is included in the minimal playtest packet (which will be receiving an update soon). The players seemed to really enjoy themselves and dived in to the game, with one player liberally spending premonitions to the point that they had run out with half an hour still remaining.

From a playtest perspective this session was extremely valuable. On the positive front it demonstrated that with a proper use of difficulties the switch back to using premonitions to re-roll dice that didn’t already add a success wasn’t game breaking. The players still failed an appropriate number of times and didn’t rely on the same small set of skills. It also reinforced my belief that the game is best with three players – that provides both a wide range of skills while ensuring that they are sufficient gaps to allow for challenges to arise naturally.

The session also picked up on two trends that I’ve spotted previously and that I’d now say form a pattern of potential issues. Those centre around powers and pacing. On the powers front they are generally underused and players tend to save them for big scenes. Not an issue but definitely something to take note of, especially during one shots. The pacing is a bigger issue – after reaching Berlin the first thing the players did was head to the site of the coming assassination attempt. Which is a perfectly logical approach but somewhat breaks the tension. I’ve got some ideas on how to go forward and will incorporate them into the next playtest.

By the time of the second slot the interest in iGOTH had seemingly exploded and all of a sudden we were swamped with players. Thankfully an additional GM was able to step up, ensuring that almost everybody got a game (I think a few late comers may have been unable to). At first count I had 11 people express an interest in Demon Hunters! While I’d have loved to accommodate them all that’s just not feasible and in the end I ran for a table of 6, which included two younger players (aged 10 and 7) and their dad plus 3 other adults who all stepped up to help make it a silly, family friendly game. To say it was chaotic would be an understatement and I found myself making numerous on the fly additions to the Missionary Opposition scenario, including a magically reanimated, vampire rabbit (inspired by a memorable scene from Dorkness Rising). I played fast and loose with the rules, knowing it was necessary to keep the kids interested and I hope that didn’t impact too much on the rest of the table. In the end the day was saved, pets were rescued and Albrecht even got to walk away with a big stick. I’m considering the possibility of simplifying the system as a way to offer it in a dedicated child friendly way without losing the flavour but that’s something for future me to think about.

Closing thoughts

It’s been a few years since I last attended Dragonmeet so it was great to see that in that time it has continued to grow but without sacrificing the welcoming feel it has always had. This isn’t a giant impersonal event like Expo – it still feels like a friendly, small convention despite being perhaps the biggest UK event focused primarily on RPGs. I don’t know the final numbers and didn’t explore the spaces dedicated to organised play or pre-booked games, I would guess in the 2-3000 over the course of the day, but it shows that the hobby is vibrant and alive. It was great to see an improved gender balance and increased visibility of queer creators but there are definitely still gains to be made, especially in drawing in non-white gamers but I also think that is (unfortunately) reflective of the UK RPG scene as a whole.

I’ve already answered the question of whether the excessively long day was worth it, which is a resounding yes. Dragonmeet remains a friendly convention that I will try and attend again next year. As I progress into this little adventure that is publishing I can see it becoming increasingly important for me as an opportunity to catch up with other indie developers. Even if that wasn’t the case the combination of gaming opportunities and chance to interact directly with traders in a relaxed space would make it worth it. In an ideal world I’d be able to make a full day of it rather than rushing off in the early evening but those sort of logistics are an issue for future me, right now I have loot to enjoy.

Project Cassandra: Layout considerations

Project Cassandra started life as a hypothetical exercise – could I hack Lady Blackbird to a 60’s spy setting with psychic powers? The answer to that was yes but it quickly progressed to the point that I was no longer hacking a system but writing my own. During that time I also started to wonder – could I publish this? The simple answer to that is also yes. I could have written the game in a plain text file, put it up on the web and that would have been fine. The difference though was that I wanted more than that. I wanted a game where the presentation reflected the time that I’d put into the system and setting.

So I started to teach myself the basics of graphic design. Layout, image editing, desktop publishing. It helped that I knew the very basics from preparing material for academic presentation but diving in like that opened my eyes to how much more there was to learn. I don’t have any illusions about being able to produce material to a professional level but I do think that investment of time has been worth it.

Left – First version of the Project Cassandra character sheet. Right – Version 2, applying some basic approaches to layout.

One of the areas that stood out to me was the overall look of the page. When you’re working on a computer a white background really stands out. There is, it seems, a reason why most games apply a background image or texture to the page. It took me a while but I think I have finally found one that I want to use and thanks to it being released via Unsplash it is free to use.

As you can see it makes a noticeable difference without being demanding attention. I’ll definitely be using it when I get to the point of formatting the final document, though I intend to release a printer friendly version as well.

Con Report: BurritoCon 3

This weekend I had the pleasure of not only attending a new convention (to me) but getting to run the first public playtest of Project: Cassandra since reworking the system.

Held at Fanboy 3 in Manchester’s city centre the con is a small event, just over 20 attendees with 4 morning games and a further 4 in the afternoon. For the morning slot my first choice of A Code of Steam and Steel (run by creator Simon Burley, @squadronuk on twitter) sadly had too much interest so I moved to the my alternative choice of Marvel FASERIP game (run by (@ConvergenceUK1). It is a legendary system but not one I’d played before. I won’t spoil the scenario but our group of Captain America, Captain Britain, Daredevil, Spiderman and Union Jack succeeded in saving the day.

The FASERIP system is interesting but definitely a product of its time with the need to cross reference the dice roll against a chart. It works well though and flowed pretty effortlessly, thanks in part to the fact that the GM clearly knew it inside and out, I am fairly certain he could run it entirely in his head if he wanted. We unfortunately ran quite considerably past the end of the 3 hour slot, in part due to a series of bad rolls during the opening combat leading to our superheroes failing struggling to fight off mere rats. A little frustrating given I then had to rush to eat lunch before the next slot.

I’ve now played three different Marvel systems and while I’ve generally enjoyed them am coming to the conclusion that comic book style superhero games aren’t for me. They tend to jump from one action scene to another too much for my liking. It’s entirely consistent with the genre so the issue is definitely with me as opposed to the games but I find it interesting just how long it has taken for me to reach this point of understanding.

For the afternoon shot I was fortunate to be able to playtest the new and improved Project: Cassandra. I had four players who took on the roles of Tanaka, Whitford, Sarsin and Brown as they attempted to save JFK from assassination. I am really happy to say that the game not only went well but provided me with plenty of data for where to focus fine tuning. The characters worked, with their diverse skill sets forcing them to come together as a team and the changes to the skill system meant that they actually failed actions at what felt like the right frequency. They also managed to bypass the entire opening challenge (being chased through the countryside by East German patrols) after an impressive use of a Knowledge provided them with a glider for a stealth insertion. That’s exactly the sort of thing that Knowledges exist for and it was encouraging to see it work in play.

New and improved Project: Cassandra character sheets

In terms of fine tuning and changes there are certainly still tweaks that need to be made. Right now my thoughts are:

  • A set of four shared central skills, for example everybody should have observation under the mental skill set.
  • Clearer guidelines for harm, both taking and causing it. The combat we had was quick, as intended, but was over a little too quickly to build tension.
  • Ensure that the opening questions include at least one location the PCs need to reach before the President to give them a signpost for where to go.
  • One of the players actually suggested making premonitions work the way they used to (only reroll dice without successes). I do prefer this option but need to do a deep dive into the probabilities in order to make it work.
  • Guidelines for tailoring the scenarios to one-shots vs mini-campaigns.

That obviously looks like a lot of negatives but doesn’t really touch on all the things that worked and how happy I was with being able to play through a full scenario in just three hours. With a few other projects moving to completion recently Project: Cassandra is back in focus and I’m looking forward to start pulling it together again. First stop, a basic playtest packet that I can release and use in the future.

As a small and relatively local event I can say that I really enjoyed BurritoCon, everybody I spoke to was friendly, it was amazingly well organised by Neil of Old Scouser Roleplaying (@oldscouserRPing) and the games on offer were diverse with no overlapping systems. Of the eight systems played over the course of the day three were being run by their creators, a rather impressive ratio. Fanboy 3 is also a great venue, with plenty of space and one of the largest board game collections I’ve seen for sale outside of the Games Expo. Perhaps the only downside of the event was most people needing to disperse home relatively quickly afterwards, but that’s not too surprising when people have travelled on the day to be there.

There’s talk of a repeat in October and I can confidently say I’ll try and attend it given how much I enjoyed this visit.

State of the Conspiracy: Cheat-sheet, updated characters and going forward

While I may not have run it in the end the day before UK Games Expo I made a decision to bring along a set of character sheets for Project Cassandra in the off chance there was a chance of testing it out / showing it off / running it. Given the full text is still in pieces I knew I wouldn’t have that to fall back on so I also put together a one page cheat-sheet. Doing so really highlighted what I have known for a while – that while the current draft still needs further playtesting I have a game there. I could sit down and run it and it would be a fun game. The core mechanics are fun (but need stress testing) as is the setup (Cold War psychics saving the world). I’m even proud of the more novel elements such as Knowledges and the way the starting Vision allows for the players to both have an input in the entire adventure but in a way that means their characters are just as knowledgable about the challenges to come.

The new character sheets (albeit rather blurry)

So what’s holding me back? Me. Writing is not something that comes easy to me, editing even less so. The thought of picking up the manuscript again after so long away from it is daunting. Large chunks need rewritten, a numer of areas need significant expansion and then I need to go over it all again with a fine tooth comb. But I can do it, I wrote a 70,000 word doctoral thesis so I know I can handle a 20-30 page long game.

With that in mind what’s my next step? Ironically, not writing as I have a few other projects to finish first. Ghosts of Iron, Demon Hunters Slice of Life starter, The Sprawl Synth trilogy I’ve been working on.

What I can do now is run it and start some of that stress testing. Make notes and check that I’ve resolved the issues from that informative (yet so frustrating) Dragonmeet playtest. One of the big things I can do is to start sharing material again. After the Dragonmeet game I took my drafts down, partially because I expected to quickly replace them with updates but also becuase my excitement had turned to disappointment in seemingly jumping the gun.

So this time, material up piecemeal and as it develops, starting with the current character sheets and the system cheat sheet. All subject to change but also all out there for feedback and comments.

My Top 6 Influencial RPGs

This is another quick topic that is doing the rounds on Twitter at the moment, but I wanted to elaborate a little on why I picked each of them.

1) Torg – My very first tabletop RPG with an amazing GM that quickly inspired me to run my own games. Yes, the early 90s system is clunky by modern standards (and was so even when I first played it in 2006) but it was Torg that made me fall in love with this hobby. It’s also the game that taught me how much went on unseen behind the screen or in the GMs head, the GM of that campaign made it flow so smoothly that as a newbie I naively assumed it was easy. My subsequent first forays into GMing taught me otherwise.

2) Cortex (Classic, Plus, Prime) – I could easily fill four of the 6 spots here with Cortex games (Serenity, Demon Hunters, Smallville, Firefly) thanks to the impact the line has had on me over the years. Instead, I’m going to list it once, with a separate entry for Demon Hunters for reasons that will become apparent. For this entry, I’m focusing specifically on the system. Cortex was the first game that I discovered for myself, back with the original Serenity. At that point, I’d played only a handful of systems but mostly Torg. Mechanically and thematically the two were so different it was almost overwhelming. I dove into it, roped players into a game… and then ran a disaster of a session as a rookie GM. It was an experience that somehow didn’t put me off GMing.

Since then Cortex has continued to influence me thanks to its continued iteration. Demon Hunters gave me the first glimpse of how a game could be adapted to a new setting with only a few small tweaks. Then along came Cortex Plus, which demonstrated how to take the central DNA of a system and heavily adapt it to mesh with radically different genres. Smallville introduced me to the potential for constant player vs player conflict actively supported by the mechanics while Firefly introduced me to a smooth rules set that is pretty much perfect (in my opinion) for convention play. The in-development Cortex Prime is set to take it even further, providing a full toolkit to build future games on and I can’t wait to see where the system goes next.

3) Demon Hunters (1st/2nd editions) – What can I say about Demon Hunters that I haven’t already said before? It’s a setting that I love for so many reasons, see my recent self-interview for the long list. But the biggest way that it has influenced me? By providing an open world that allows for me to publish my own material. I’ve released two adventure starters (Missionary Opposition and Lockdown) for the most recent edition inspired by the Slice of Life web series and Channel Surfing, an adventure starter drawn from one of my own campaigns and that Dead Gentlemen made available to their GenCon GMs. How cool is that.

4) Hell 4 Leather – One of my first introductions to indie games, Hell 4 Leather bills itself as a Role-Playing Game of Vengeance inspired by tales such as Hamlet and Kill Bill. It’s an inspired game with minimal yet tight mechanics that come together to tell of the repercussions of making a deal with the devil. I’ve played it across a variety of genres, Westerns, Sci-fi, Urban Fantasy and it hasn’t let me down. As influences go it opened my eyes to the possibilities afforded by non-traditional mechanics and tales, supported by the flourishing indie scene in Scotland at the time. While I still tend towards traditional games it was this game that sparked my continued interest in the wider aspects of TTRPGs.

5) Lady Blackbird – This was, in many respects, a turning point for me as it was one of the original inspirations behind Project Cassandra. While the two bear little resemblance thematically the underlying system once did. Yup, Project Cassandra started off as a hack of Lady Blackbird. The system used is, in my opinion, extremely elegant and the whole idea of being able to wield powers in the same way as any other skill (and with few limits) really spoke to me. As I worked on the concept the systems diverged but that was where my interest in game design began.

6) Legend of the Five Rings (4th Edition) – A game that has influenced me in many ways but the biggest was providing me with the chance to join a long term, online campaign. My introduction to playing in the setting came via an online campaign run by Sir Guido and organised through the Happy Jacks Podcast community. It was the first time I’d really played an online campaign and the first where I was gaming with people across the world (we had people from Alaska through to Turkey). While I no longer regularly game online the experience was great and allowed me to step outside of the relatively small bubble that I was gaming in up to that point. It’s something that I’d like to do more of, especially when I get to the point of restarting playtests of Project Cassandra.

State of the Conspiracy: Character update

While I was unable to get a full update of Project Cassandra finished in time for the RPG Live UK event I was able to make significant progress. The character sheets have been updated to reflect the rules changes and I’ve identified all the edits required in the main text. Next up is getting them down on paper and adjusting the layout to suit.

Changing the text should also allow for a few additions. First up is a mechanic to allow for premonitions to be replenished, something raised during that disastrous DragonMeet playtest. Secondly additional advice for challenges and threats, again in response to the playtest feedback.

I’m hopeful that this set of edits will resolve the issues raised, especially with regards failure. I don’t know if I’ll make it to DragonMeet this year but I’m setting it as a tentative deadline regardless.

State of the Conspiracy: Major Feedback from Dragonmeet

I posted a quick collection of thoughts regarding Dragomeet 2016 over on my G+ page but I wanted to give the Project Cassandra feedback a post to itself.

What happened

The setup for the game was the same basic questions that I used during the Stratigicon playtest, that Apollo 11 had discovered something and President Nixon was due to be assasinated prior to announcing the discovery. The discovery this time, shapeshifting aliens on the moon who had already infiltrated the USSR and were now trying to take over the US government. The assasin was non other than the vice President who had already been replaced. Thrown into the mix was a Soviet Null, immune to the powers of the party (but not, as it would turn out, regular bullets).

The adventure went by fast. Too fast, as the players blew through every challenge with ease thanks to a combination of difficulties that were too low, great teamwork and some amazingly inventive use of Powers.

Feedback

The primary feedback was pretty unambiguous, actions weren’t challenging enough, which resulted in the group not failing for the first two thirds of the game. This had a knock on effect in that it prevented other mechanics from coming into play, namely conditions and spending premonitions on re-rolls. It was only towards the end of the game that I started raising the difficulty that we started using all of the mechanics but by then it was too late to have a major impact.

The second negative was with the skills themselves and compounded my GM error with the difficulties. Essentially the players found that they either had too high a skill level for a given task or were lacking the skills entirely (and therefore didn’t attempt actions). This is something that has come up in playtests before and I had hoped that the current skill list addressed it. Unfortunately this does not appear to be the case.

It’s a blow to get this close to having the game finished before running into a major issue but on the other hand I’m glad it went badly. It’s the first major catastrophe I’ve had but it also feels like it is workable rather than an impassable issue.
Beyond this the feedback was quite positive. The players enjoyed the scenario and being able to influence it through the questions plus liked the fact that the powers weren’t mechanically constrained to prevent them being overpowered. As these are all aspects I’d put thought into I’m glad that the players picked up on my design aims. Following the game I’m also convinced that the single scenario design (of saving the President) was the right approach. Once the game is finished I may add a bonus sheet on running additional highly defined bonus scenarios (I already have ideas for one based around the Berlin Airlift).

Going forward

I’ve been pondering how to change the skills since Dragonmeet but before I dive too deeply into it I thought it important to look again at the probability tables, the results of which are plotted below. The x-axis plots the number of successes and the y-axis the percentage chance of rolling at least that many successes for a given skill level.

2016-12-06

Looking at those numbers it’s clear how off my perception of the difficulties was. With a skill level of 3, which the players were regularly achieving, there is still a 66% chance of rolling 3 or more successes. In my head 3 successes should have been difficult and definitely not in their favour so often. Those odds rises to a staggering 90% at a skill level of 4 and drops to 32% for a character with a moderate skill level of 2.

It’s clear therefore that the first thing I need to do is adjust my idea of difficulty levels and then add explicit descriptions to the game. My current working template is:

1 – Trivial – Only worth rolling if the individual is unskilled
2 – Normal
3 – Challenging (with intention of this being a typical roll for the game)
4 – Hard
5 – Heroic
6 – Impossible

The second approach is a limit on the maximum skill level of a character. The players at Dragonmeet suggested setting it at 3, which I’m thinking of implementing. At this level a skilled individual will pass a Challenging roll most of the time but still fail at a noticeable rate.

The biggest change, which I’m still working on, are the skills themselves. Under the current design players add up related specialities to get their skill level and tend to either end up with a high level or none at all. If I keep the current system the specialities need completely rewritten to provide a wider breadth skills with only a small number that overlap enough to give a high skill level.

The alternative is simply list a set it skills with a rank by each of them. That has the advantage of simplicity and also makes it easier to deal with edge cases as I can give each skill group a rank for when no specialities apply. For example using brute strength might just fall under the general umbrella of the Physical skill set at rank of 2 for the strongest and 0 for the weakest. The downsides of this approach are flavour and rigidity so more thought will have to go into it before I settle on one over the other. I may also split the skill groups further by adding Social to the existing mix of Mental, Physical and Specialist.

All in all I’ve got a lot to think about and a valuable learning experience for future projects.