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Wednesday, June 23, 2010

Free RPG Day 2010

A bumper swag-bag!
Started in 2007, Free RPG Day has already become something of an institution in the international rolepaying community. I was alerted to this year's event- which took place last Saturday, by FFG's recent announcement that they'd be contributing an introductory scenario- Final Sanction; for Deathwatch, their soon-to-be-released and long-awaited volume completing the 40KRP trilogy.

My other plans for last Saturday having proved impractical or just plain fallen through, what else could I do but hie myself to Static Games, there to avail myself of the opportunity presented by this annual celebration of roleplaying. And what a lucrative opportunity it turned out to be!

I grabbed myself 7 different products:
  • Quickstart rules with scenarios:
  1. Final Sanction (PDF link; 2 more PCs to download here).
  2. The Trail to Esavar; for Claymore Entertainment's upcoming old-school FRPG Hero's Bane.
  3. Heirs to Olympia; human-centred medieval fantasy by Countess Games.
  • Introductory scenarios:
  1. Legacy of Disaster; for AEG's recently released Legend of the Five Rings RPG4e.
  2. The Murderer of Thomas Fell; for Pelgrane Press' 2008 Ennies-winning horror RPG Trail of Cthulhu (pregenerated character handouts here). Trail of Cthulhu is just one of many games based on the Gumshoe investigative RPG system by Robin D. Laws. This system has intrigued me for a wee while now. I expect I'll be investing in one of its versions sooner or later.
  3. Dungeonbattle Brooklyn; for Goodman Games' unique take on fantasy sport, Xcrawl. This game looks like it could provide an interesting change of pace for fans of classic dungeon-bashing.
  • Setting and background:
  1. Punjar: the Tarnished Jewel; part of Goodman Games' Dungeon Crawl Classics range, this is a complete city gazetteer. A GM can never have too many mapped and detailed cities to hand so this is a very nice package all told.
Oddly enough, only Final Sanction and Legacy of Disaster were part of Free RPG Day's 2010 giveaways. The rest were from previous years; Dungeonbattle Brooklyn actually dating back to 2007. Roleplayers passing up on free stuff? Who'd've thunk it?

By and large, the quality of these products shows how seriously the RPG industry takes Free RPG Day. The Murderer of Thomas Fell is the only one of the bunch which isn't in a full-colour cover; three of them are in full colour throughout- Final Sanction, Heirs to Olympia and Legacy of Disaster; and no shortcuts appear to have been taken with the layouts, which all look to be up to professional standards. Some aren't quite as nicely illustrated as others but that's often the case with smaller companies operating with limited budgets. So these are all decent or better in other words.

I'll look in a bit more detail at this year's products.

Final Sanction
As soon as I saw the first previews for Rogue Trader in the pages of White Dwarf back in dim and distant 1987, I wanted to be a space marine; so much so that it took me a few years to get over my initial disappointment that 40K was a miniatures game and not an RPG. So the Deathwatch RPG is quite literally the single longest awaited new product of my roleplaying life. There was a lot running then on FFG's contribution to Free RPG Day 2010 and I am pleased to be able to say that the 37 pages of content in Final Sanction contain an admirably complete introduction to Deathwatch.

The booklet begins with 4 fully-detailed PCs complete with all the rules needed to use them in the introductory scenario. The PCs look like pared down versions of those which will be available in the full game, but they are an interesting enough bunch nonetheless. Most important IMO is that they all enjoy special abilities- due to wargear or otherwise, which should allow each character to make its unique contribution to the various problems the Killteam will have to face- in or out of combat, during the scenario.

The rules covered are:
  • Characteristics.
  • Skills.
  • Tests.
  • Combat.
  • Hordes.
  • Demeanours.
  • Weapons and wargear.
Of the material new to Deathwatch I particularly liked the rules for Demeanours and for Hordes. Demeanours are two aspects defining each Marine's identity: one from their Chapter; the other personal. They provide a means to unite roleplaying with mechanics when a marine steps up to do something heroic or otherwise significant during a game. The Hordes rules provide simple rules for the waves of foes which Deathwatch Killteams will inevitably face sooner or later; a system essential to the game's atmosphere in other words.

Some sections are more extensive than others- as you'd expect, but the overall effect is concise and thorough. I could only find 2 points lacking:
  • Penetration; ie. how weapons reduce armour protection.
  • Ammunition; the marines' bolt weapons' clip sizes are included but there is no mention of their initial allocations; this is unfortunate because restocking dwindling ammunition is noted as an important feature of the scenario.
These are minor points it must be said- an experienced GM (or one who already knows the 40KRP system) should easily be able to sort them. Even so, they are unfortunate lapses in a book aimed as much at the complete beginner as at anyone else.

As for the scenario? I'm not giving away any spoilers by telling you that it features the Killteam responding to Ordo Xenos Inquisitor Kalistrandi's warning of a genestealer infestation on the backwater agriworld Avalos. It's simple- as you'd expect for a quick-start package; and there's lot of combat- as you'd expect from a game featuring the elite of the 40K Imperium's supreme killers; but it's more than a mindless slugfest. There are plenty of opportunities for the PCs to use quick thinking, smart tactics and good roleplaying to solve problems non-violently. GMs should indeed encourage this, or an already dangerous situation might veer completely out of the characters' control.

The setting and its locations are presented in adequate detail, with plenty of useful tips to help GMs bring the place to life and to create a sense of the atmosphere of doom caused by the crisis into which the Killteam is plunged. The structure of the adventure also provides a neat introduction to the Missions system (more here) in Deathwatch. Essential to creating the military feel appropriate to the game, Missions in Deathwatch break adventures down into various objectives which the players can tackle as they wish. Each objective brings it own rewards- both XP and material or information to assist with other objectives; and provides guidelines for determining the Killteam's success or failure, and the consequences thereof.

One final note about this quality package: it is beautifully illustrated. There is already a vast library of pictures which has established the unique imagery of the Dark Millenium. FFG has already added to this with its previous products in the 40KRP line: Dark Heresy and Rogue Trader. The new pictures of space marines are a wonderful addition to the pictures already available of this most iconic of 40K archetypes. Lovely stuff!

Legacy of Disaster
After the excellence of Final Sanction I have to say that Legacy of Disaster is a bit of letdown. Why? Ultimately because it's not as well focussed as the former on delivering what it's supposed to be: in this case an introductory adventure for existing owners of the Legend of the Five Rings RPG4e. This starts immediately: after having been told that you'll need to know how the game works you are then introduced to some rules, the basic dice engine and the combat rules to be more specific. All well and good you might say. The problem is that you're not told enough about any of these actually to run the adventure without the main rules; you couldn't even run combat with the limited rules selection provided.

The sense of padding this creates is deepened by 11 pages of 16 pregenerated characters followed by 5 pages of 31 spells. Again, none of these can be used without owning the main rules and no doubt some of them are reprinted straight across from those rules.

You might think that it's a bit churlish to complain about something we're getting for free (and maybe it is). The problem here is that this largely redundant material consumes 22 pages from Legacy of Disaster's 30 pages of content. So we're left with 8 pages of scenario. Compare this to Final Sanction's 17 pages of scenario in 37 pages of content, all of which can be used with just the booklet in your hands. This might be OK if all that material useless to those who can actually use the contents of Legacy of Disaster accompanied an otherwise good scenario. Unfortunately I can't say that.

The scenario here is a one-track railroad to a pre-ordained denouement written so as to prevent the players from discovering the plot until after the event. On top of that, the PCs' progress to this sorry end is so reliant on social skills tests that I found myself seriously questioning the value of this time-honoured mechanic while reading Legacy of Disaster. There's got to be a better way to do this, I kept thinking.

After all those complaints I must admit that I quite like the look of Legend of the Five Rings. The setting interests me and the system looks like it has potential to bring it nicely to life. And the illustrations are beautiful and evocative. It's just a bit of a shame that my introduction to this popular game (you don't get a 4th edition of a game no one likes) was this rather ill-considered freebie. ;)

Sunday, June 20, 2010

UK Games Expo'10 #4. Winding up and wending home

Birmingham geek-out!
My travel plans on the Monday after the Expo gave me a day to spend in Birmingham. I deposited my luggage at the station then pondered my options: was I going for the cultural day out, or the geek day out? I chose the latter, naturally enough (no slur intended on the cultural attractions of the fair city of Birmingham I assure you dear readers, this option just proved easier to pursue on the day).

Who goes where?
Decision made, I set off to visit the local GW as is my wont when I'm on my travels. Luke- the staffer on duty, gave me the familiar friendly GW greeting when I arrived. I gave him my card and told him the story of my trip to Birmingham, then we fell to chatting. Answering the usual questions, I told him that I'm a DIY Space Marine Chapter Master and filled him in on some of Penumbra's Talons' background. I talked about how Belon (the Talons' home world remember) is located in the Eastern Fringes, which is where it's all going down in the Dark Millenium these days:
  • There are rumours that the protracted death of the Emperor on his Golden Throne has reached a point where the Astronomicon- upon which depends all human interplanetary travel, no longer reaches the Eastern Fringes; or that it is at least weaker and less reliable than ever.
  • The imminent Deathwatch RPG is to be set in the Jericho Reaches: located in the Eastern Fringes, and the target of a major Imperial Crusade aiming to reconquer lost Imperial worlds.
Little did I know what I was letting myself in for all those years ago when- on a simple whim, I plumped for the Eastern Fringes as the location for the home of my lads.

When our talk moved onto WHFB I confessed that I'm not a player and that most of my knowledge of the Old World comes from WFRP. It turned out that Luke was a big fan and experienced GM of WFRP2. He'd run the entire Paths of the Damned campaign; most or all of the other WFRP2 adventures; and many of the older 1st edition and Flame Publications adventures to boot. This is an impressive record and no mistake, as this bibliography of WFRP adventures demonstrates.

Luke and I passed a pleasant while sharing stories about our campaigns and swapping tidbits of the highs, lows, trials and tribulations of the GM's life. I also passed on to Luke a tip about Keynote, which readers might remember was invaluable to me when I was running my own Ashes of Middenheim.

While I'm on the subject of Keynote, I'm pleased to be able to report that someone has reactivated the Keynote project, which now goes by the name of Keynote NF (New Features). I've not been keeping a close eye on developments but there's certainly a lot of activity on the project page. It's nice to know that my favourite app is alive and well out there in cyberspace.

Luke was on the job so he had to attend to other customers, leaving me to ponder my inevitable latest donation to my favourite moneysuckers. My funds were limited so- possessed by the completist daemon and in the spirit of 'know thine enemy', I bought a copy of Codex: Tau Empire. Here's hoping that the knowledge contained therein will yield benefits when next the Talons encounter the battlegroup of the maverick Shas El Quixo.

Robin Hood
After GW it was time to go to the movies. The cinema schedule and my timetable left me with no choice but the new Robin Hood, a movie I was quite keen to see so that was OK.

The critic's eye
The Squareman- usually reliable but never dull, had reviewed Robin Hood last month. His key point was that the movie laboured under the burden of the trappings of the Robin Hood story because it had a very interesting story of its own to which those trappings are superfluous. I soon found myself in agreement.

This turned out to be a real problem for me. It seemed to me that the character names were just convenient tags used as shorthand to tell us that this was Robin Hood, while the story and characters had nothing at all to do with Robin Hood. The result was a permanent disconnect between expectations and actuality which completely undermined my identification with the characters:
  • They didn't share nearly enough with the Robin Hood archetypes for the shorthand to pay off in its own terms.
  • The use of the shorthand meant that the story wasn't doing enough work of its own to bring the characters to life.
This was a real shame because the movie did have an interesting story in its own right; there were some decent performances- Mark Strong as the villainous Godfrey was always fun to watch; and- Ridley Scott being Ridlely Scott, there were some great action sequences. It was just that, well, by the time I'd almost started to give a damn, my goodwill was blown out of the water by two particularly egregious episodes of Hollywood stupidity:
  • The restaging of Operation Overlord in miniature- this time with the French invading England, complete with medieval landing craft: yes, they had little cabins aft, drop-down ramps forward, and they were powered by oars; this was just too much for yours truly.
  • The arrival of Cate Blanchett's Marion- in a suit of perfectly-crafted figure-hugging plate armour, just in time to join the final big fight against those dastardly French; as the SquareMan suggests, this'd've been OK if it had somehow been foreshadowed but just dropping it in out of nowhere like that was shite pure and simple.
And then, as if all this wasn't bad enough, the movie turned out to be the reimagined origin of Robin Hood- no longer the noble cast down because of his empathy for the common man, but a yoeman who could've made good were it not for the machinations of a self-serving monarch; and all for the sake of another new movie franchise. Gah.

The geek's eye
As many of my readers will know only too well, gaming geeks- roleplayers especially, often have their own special reasons for appreciating TV and movies. I can still remember watching Lethal Weapon and Total Recall and mentally parsing their action scenes using HERO rules as a 'reality check' (they passed BTW). The new Robin Hood definitely has a lot to offer in this respect.

The story itself is chock-full of incidents which could easily be lifted by GMs and dropped into their campaigns. In fact you couldn't go far wrong just using the whole story as the basis of a campaign: simply add your PCs with their own agendas and you'd be good to go. And the movie is a visual feast for the gaming geek's imagination.

This is where the film really scored IMO- hardly surprising with Ridley Scott really: it is visually sumptuous without ever presenting that faux High Medieval look so familiar from older movies. Everything looks just right: small castles; manor houses with rude wooden furnishings; small dingy chapels; squalid little hovels; and mud, lots of mud. It's period authenticity the way that roleplayers love: everything looking just so, even if it wasn't actually quite so.

Of course I was soon aware of a problem with all this: I spent so much of the movie admiring the scenery because I was quite disengaged from the story because I didn't give a monkey's for the characters. Still, I'd see the movie again just for the visuals. Can't say more than that really, can I? ;)

Related@RD/KA!
UK Games Expo'10
- #1. Friends old and new
- #2. Once more unto those hex-and-counter battlefields
- #3. Games to the left of them, games to the right of them

Saturday, June 19, 2010

UK Games Expo'10 #3. Games to the left of them, games to the right of them

A weekend of lovely stuff
With trade stands and demo tables spread through 6 halls in the Clarendon Suites there was plenty to keep me busy on Saturday before the Combat Commander tournament, and on Sunday. I had to exercise a measure of restraint at the trade stands this year because I was hauling my own luggage home by train, which gave me an added incentive to pass the time playing as many games as possible.

Cubicle 7
My first definite port of call on Saturday was the Cubicle 7 stand, located in the Gold Zone (where I'd later play my first game of Dominion). I was a man on a mission: I wanted a copy of the new superhero RPG Wild Talents, which I'd seen in the Expo programme because it'd been nominated for 'Best New RPG' in the Expo Awards. The stall was very busy so I only had time for a brief exchange of pleasantries with Angus Abramson before moving on.

Wild Talents
Wild Talents- "Superhero Roleplaying in a World Gone Mad", developed by Arc Dream Publishing, is a superhero RPG which uses the One-Roll Engine (ORE) designed by Greg Stolze. The ORE is a d10 dicepool system in which your success is determined by matching dice from your dice roll. The elements of the ORE in action are:
  • Height: the highest value of dice matched- eg. 2 7s; this determines the quality of your success.
  • Width: the number of dice matched- eg 3 7s is wider than 2 7s; this determines the speed and/or impact (ie. damage) of your success; you need a width of 2 to succeed at all.
  • Hard dice: these special dice always score 10.
  • Wiggle dice: these special dice can be assigned any desired value after all other dice have been rolled.
There is a bit more to the ORE than that, naturally enough, but that is the core system. I must admit that the idea that you can read off all the results of an action from a single dice roll is one which appeals to me, so I'm interested to see how this will work in practice.

The ORE aside, Wild Talents features the list of attributes familiar to all superhero RPGs:
  • Stats.
  • Skills.
  • Powers.
  • Extras (power boosters).
  • Flaws (power weaknesses).
There are also chapters on 'Building Superheroic Histories', and 'A World Gone Mad'- the alternate history of the world in Godlike, the first RPG to feature the ORE. The book is rounded off with appendices which include 'How To Play a Roleplaying Game' and 'How To Run a Roleplaying Game', both of which look useful. In short, this weighty tome pleases me greatly.

Retsami
Elsewhere, wandering about the Blue Zone I happened across Retsami, an abstract game being demoed by John Wildsmith- its inventor; and billed as 'The Greatest Game Since Backgammon'. A grand claim in the opinion of this fan of backgammon, I was sufficienlty intrigued to want to investigate. So I had a game against John.

John Wildsmith & I play Retsami

Retsami ('I master' reversed!) is played on a 9x9 chess-style gridded board, with the addition of a spiral working into the centre. The 2 players each have 4 pieces which start the game dispersed along the same board edge. You can make any 1 of 3 moves on your turn:
  • Move any 1 piece in an L-shaped move; ie. you can move as far as you like but you only turn 1 corner.
  • Take any 1 opposing piece which is ahead of your attacking piece; this can be done in a straight or diagonal line.
  • Return a lost piece to any empty square on the starting row.
These simple rules make Retsami easy to learn. They don't make it simplistic to play. It is surprising how few opposing pieces are needed to make a row a potential deathtrap for your own advancing pieces. The resulting gameplay was tense and exciting. In short: I liked it, enough to buy it even if I'm unconvinced about the grand claim relative to Backgammon. Oh, and I won. I'd still've bought it otherwise.

Game design workshop
This year's Expo programme included a series of talks by guest speakers. Top of the list was the 'Game Design Workshop', featuring Alessio Cavatore- lately of GW where he worked on WHFB, 40K and LotR; and Jeff Quantrill- developer and playtester of Great Fire: London 1666 (designed by Expo's very own Richard Denning). You can be sure, dear readers, that this event was at the top of yours truly's list as well.

The talk took the form of introductions by Alessio and Jeff followed by a conversation between them in response to questions from the audience. All-in-all the event- billed as a 'Workshop', was OK. This might sound like damning by faint praise. It's not. Let me explain. Both Alessio and Jeff had interesting stories to tell and I enjoyed hearing them. On the ins, outs, trials and tribulations of games design, little of what they said was new to me: I'd already come across it one way or another down the years

What was new to me came in the discussion of playtesting. This went beyond the obvious points about doing lots of playtesting and of the importance of blind testing, to talk about the different kinds of playtesters. The key difference was summed up as this:
  • The playtesters who work to help you fix your game.
  • Those whose suggestions are more about redesigning your game into one they'd prefer.
The consensus from Jeff and Alessio was that the best way to avoid pitfalls of this ilk was to develop your game in definite iterations. That is to say: don't continuously incorporate every small bit of feedback; wait until you've got feedback from a specific test period, then incorporate that. This struck me as sound practice.

I asked a question of my own, naturally enough: if using today's ICT to give games away would prejudice future efforts to sell those games, and to what extent. I didn't receive the insights I was hoping for- into added value in the full production game, and so on. But we did hear an interesting story about how some fans of Days of Wonder's successful Small World had put together their own mod and uploaded it for free distribution via BGG. This turned out to be so popular that DoW bought it.

This session was well worthwhile. Even where the content wasn't new to me it was good to hear it in distilled form while surrounded by people of like mind. I enjoyed this a lot.

Accessorised!
There were some particular gaming accoutrements I was keen to buy this year: dice cups. I wanted these for playing the random hidden AP variant in Conflict of Heroes: roll 3d6- taking the highest and the lowest; keep the dice hidden under the dice cup and count your AP expenditure up from 0 instead of down from 7, as in the standard game. This variant is recommended by designer Uwe Eickert, and Badger and I have been keen to try it for some time.

The kindly folks at Q-Workshop, purveyors of excellent gaming accessories

I did the rounds of all the dice and gaming accessories stands- picking up some nice dicebags (for the damage counters in CoH) and a nifty dice-rolling tray (it was a bargain I couldn't resist!), before returning to Q-Workshop, where I'd started: they had the cheapest dicecups on offer. Feeling a bit cheeky, I asked for a small discount on the 4 leather dicecups I was buying. The woman on the stand swithered, then agreed. Result! This quick plug is my side of the bargain.

The cups themselves are really high quality, made of thick durable leather with similarly durable stitching (it looks like waxed thread to me). I'm sure they'll last for years and will prove to be well worth the £7 each they cost me (discount aside, mine were cheaper than those on the Q-Workshop website because they don't have lids). Like I said, result!

War for Edadh
I sought out the stand of WarriorElite Ltd- publishers of the fantasy battle cardgame War for Edadh, because they were on the list for the 'Expo passport' prize draw. It turned out that WarriorElite were insisting that you play a demo before they'd stamp your passport. I felt that this wasn't quite in the spirit of the thing, but what the heck I decided. I'm glad I did: behind trappings which give the appearance of just another fantasy battle game set in its own world is a game which strikes me as quite unique.

Dave Kitcat on the WarriorElite stand

The core game of War for Edadh uses two kinds of cards:
  • Troop cards: these are double-sided; the back of the card is more detailed than the front and contains the unit attributes which are used to resolve conflict in the full game (the sample images here are taken from the Demo cards PDF; these are one-sided unlike those in the full game). The attributes' meanings are:
  1. Attack and defence value are obvious.
  2. Attack damage value is used when the attacker's attack value is greater than the defender's defence value.
  3. Defence damage value is used when the defender's defence value is greater than the attacker's attack value.
  4. Discard value is the amount of damage which must be delivered in a single round of combat (AKA. Conflict Resolution) to destroy a unit.
  5. Melee, charge and ballistic are the 3 ranges at which combat can take place in the game; not all units can fight at all ranges, as can be seen from the sample troops cards above.
  • Mastery cards: these are single-sided with 2 Mastery values on each card, and are used to determine who is the attacker and who is the defender in each conflict; the way this works is really neat:
  1. Each player secretly selects a Mastery card, standing it up with the chosen Mastery value to the top.
  2. Cards are revealed.
  3. Players pay the Mastery Point cost for the cards they played; this may be adjusted as per #6 below.
  4. If both players play the same card- regardless of its orientation, then the result is a draw.
  5. Each player then selects the troop(s) which will engage in this conflict.
  6. One player's card's Mastery value may be increased if their opponent played a card in the appropriate range; eg. MV1 becomes MV13 against MV9.
  7. The player whose MV is higher is the attacker for this conflict.
  8. Damage is resolved as above: only the attacker does damage if there is one; each side does damage to the other in a draw.
  9. If a defender- or either side in a draw, takes damage greater than their participating unit's Discard Value, then that unit is lost.
My valiant opponent & I at our demo of War for Edadh

If the interaction of attack and defence- with their related damage values, is intriguing, it is the use of the Mastery cards- especially the altered Mastery values, which makes War for Edadh unique; and all of this was shown to advantage in my demo game. I was playing Angueth against Huaos-Dzaa. We were playing the core rules from the full game so that we both had a wider range of troop types than in the sample battle layout shown above.

I was keen to experiment with the psychological dimension of playing low in the hope of ending up high thanks to my opponent's choice. This availed me naught; all the more so because the Huaos-Dzaa seemed to be so damnably heavily armoured even when I did get a hit. I was soon reduced to a lone unit against my opponent's five. It was all over bar the shouting we all thought. And then began the most amazing last stand as I played 5 correctly judged low cards in a row to win. What a thrill! A truly epic victory, and it had nothing whatsoever to do with pure chance.

I didn't buy War for Edadh on the day- I wisely judged that I could afford neither the cash nor the luggage space. Even so, if I have one regret about my own UK Expo'10 it is that I didn't come away with a copy of this fascinating game. I expect I'll rectify that just as soon as I can.

Shuuro
Having heard Alessio Cavatore speak on Saturday I decided to give his new game a go on Sunday. So I made my way to his stand, introduced myself in my now traditional manner, and got wired in. Shuuro- published by River Horse Games, is the first of Alessio's post-GW games. Shuuro is a chess variant whose variations are:
  • You buy your own 'army' using points values: you get your king for free; everything else is up to you.
  • There is some terrain: simple blocks in Shuuro- only Knights can cross or enter these; but Alessio told me of plans for different kinds in the future.
I played a quick game with young Joey on the 6x6 starter board. When this was finished Alessio suggested that Gina- Joey's mum, join in for a 4-player game using the unpublished expansion- Turanga, which adds 2 more players. Gina was game and she and I were teamed up against Alessio and Joey. One rule of Turanga is that teams are not allowed to communicate during play so Joey and Alessio went off for a few minutes to give each team time for a quick strategy session. Gina confessed she was no chess expert. No matter, I said, suggesting a simple strategy: pick on Alessio. Gina approved.

Me & Joey playing Shuuro while Alessio looks on

Our strategy proved very successful, not least because you only have to beat one player in a team to win the 4-player game. The game revealed some interesting quirks of play; eg. when you're in check you don't get mated until your own turn, so you get 2 chances to escape: your team mate can come to your aid; then you get your own chance.

I played another quick minigame with someone else so I ended up spending a wee while in Alessio's company before finally moving on. Alessio was very friendly and didn't mind answering my inevitable few questions about his GW days. He also told me that there will be more games from River Horse, but he couldn't tell me anything about them.

I have to say I really enjoyed Shuuro, the 4-player variant especially. I'm not a big fan of chess- I've never been great at the kind of lockstep logic it demands so I've long preferred dealing with chance in my gaming. But the customised armies and the addition of 'terrain' made this classic interesting to me in a way I really didn't expect. I'm already considering investing in the fully expanded set, although I might want to try it again before I took the plunge.

The UK Games Expo Awards
Any convention worth its salt has awards and UK Games Expo is no exception. There were 19 nominations in 5 categories this year:
  • Best new RPG.
  • Best new boardgame.
  • Best abstract game.
  • Best family/general game.
  • Best card game.
One nice feature of the Expo Awards is that con-goers can vote. I voted in 2 categories:
Angus and Dominic of Cubicle 7 with their UK Games Expo 2010 Best New RPG award

I was pleased to see that Cubicle 7 won for their Doctor Who RPG. My commiserations to John Wildsmith, and also to Ben and Chris of Tied to a Kite, whose Backswords & Bucklers was also nominated. I hope you won't hold my vote against me guys!

The full list of UK Games Expo 2010 award winners can be found here.

Collective Endeavour
Late Sunday afternoon I decided to have one last run round the trade stands in search of swag. I headed for the Chessex stand in the Green Zone, thinking to buy some nice dice. It just so happened that my route took me past the Collective Endeavour independent RPG stand. I'd met some of the Collective Endeavour crew at Conpulsion back in March so I stopped to say hello. I exchanged greetings with some faces familiar from March and was surprised and delighted to hear praise from several quarters for my Conpulsion report. Thus waylaid it was inevitable I guess that I'd decide to invest in one of their games.

Malcolm Craig does his psycho impression at the Collective Endeavour stand

I explained my interest in buying an RPG with which I could run thrillers of the ilk of classic Hollywood movies like Hitchcock's North by Northwest. There was a game like that it turned out but it wasn't available on the Collective Endeavour stand, so I took a look at what was available and fielded a few suggestions before plumping for Cold City, by Malcolm Craig. Malcolm was pleased to add to my collection of RPGs signed by their authors.

Cold City
Published in 2008 by Contested Ground Studios in a nicely produced digest-sized volume, Cold City is a game of monster hunting and twisted technology set against the background of emerging Cold War tensions in the Berlin of 1950. The PCs are members of the Reserve Police Agency: a top secret multinational organisation whose purpose is to track down the various horrors left behind after a Second World War in which the Nazi weird science and supernatural tinkering, so beloved of alternate history geeks, is all true.

My interest in the Cold City's setting and theme aside, what first struck me about this game is that it is very well written. Malcolm's prose is concise and to the point, and the sections on 'Game Creation'- 'Closed and Open Games' and 'Collaborative Game Creation', offer advice which could benefit any GM setting up a game using any RPG. The system itself is uncomplicated although its mechanics might at first seem strange to those unfamiliar with independent RPGs. Some examples:
  • The Draw: a flashback scene run for each PC as a prologue to the first scenario involving those PCs; the Draw serves to define the characters' involvement in the RPA, and might even add to the characters.
  • Traits: open-ended attributes- positive and negative, which players can define as they wish; eg. 'Hotshot pilot', or 'Can twist language and use it to her advantage' (an example from the book); capable of being both dramatic and functional, these encourage players to define their characters in interesting ways.
  • Conflict resolution: the single mechanic which perhaps most distinguishes RPGs of this ilk from those with which most roleplayers are familiar, conflict resolution is different from task resolution in that it typically distills the essential dramatic conflict of a scene into one contested dice roll, the results of which are then interpreted to narrate the scene's outcome.
  • Trust: the atmosphere of paranoia and hidden agendas (all PCs in a game of Cold City are usually from different countries so they have competing national and personal agendas) is engineered systemically in the game by the use of Trust, a mechanic which measures the trust PCs have in each other; Trust is a resource which can contribute- postively or negatively, to the dicepools used to resolve conflicts.
I have some vague familiarity with the notions of the Draw- from 'origin scenes' in superhero roleplaying and of Traits- from Disadvantages in HERO, but I've never seen either used as they are in Cold City. I'm certainly interested in seeing how they work out in practice. I hope I get a chance sooner rather than later.

Dogs in the Vineyard
Leaving the lads at Collective Endeavour I headed off to the Leisure Games stand to look for the RPG which had been recommended to me. Seeing there a copy of D. Vincent Baker's Dogs in the Vineyard RPG- my interest in which had been piqued by Malcolm at Conpulsion, I did the natural thing and bought a copy (which I got at a healthy discount because it was shop-worn). I must confess that I had mixed feelings buying this game because I've read statements about roleplaying from Vincent Baker which were so beyond being wrong they positively reeked (apparently I didn't play any of the great romantic melodrama which so thrilled us back in the 80s; we were playing the wrong games y'see). Still, I wasn't going to let that get in the way of my curiosity.

Dogs in the Vineyard (DitV) is a game of Mormon lawgivers in fancy coats dispensing harsh justice to the sinful faithful in the Old West; think Dirty Harry meets Pale Rider with a dash of High Plains Drifter and you've got it about right. The first thing I noticed about DitV is that it's not as well written as Cold City, the main problem being that the author is just too fond of himself in places ('show don't tell' would've been worth his bearing in mind it seems to me). Still, the book is quite readable and it did catch my interest: the rules are well explained, and the background is made quite vivid in exposition that is definitely useful to would-be players.

Character creation is easy enough:
  • Chose a background.
  • Divvy up your dice into your attributes (all attributes are dice pools of d4s, d6s, d8s or d10s):
  1. Stats.
  2. Traits.
  3. Relationships.
  4. Belongings.
  • Resolve your 'Accomplishment': just like 'The Draw' in Cold City.
The key feature of DitV is its conflict resolution system. This involves each side rolling a dice pool then bidding dice- poker style, to determine the outcome of the conflict step-by-step. This is frankly peculiar- if not contrived, to a roleplayer schooled in classic task resolution mechanics, but I must admit that I can see how it could encourage an interesting narrative dynamic to conflicts. Colour me intrigued a second time.

And that, dear readers, is all she wrote. ;)

Related@RD/KA!
UK Games Expo'10
- #1. Friends old and new
- #2. Once more unto those hex-and-counter battlefields
- #4. Winding up and wending home