Showing posts with label Fighting Fantasy. Show all posts
Showing posts with label Fighting Fantasy. Show all posts

Wednesday, 18 February 2015

In the House, or hanging out in the shed for now...

Not content with one sporadic gig here, I have a first post up over at the House, probably the start of a weekly series looking at what the member blogs have been up to, and going off on tangents.

This one covers basing miniatures and how it can be seen as an element of roleplaying, plus a potentially hobby-shaking development in the understanding of what miniatures might be, then representing low gravity in games. There's some interesting discussion in the comments as usual.

It's also worth saying that if you're a blogger and not a House member, but you want a bit more traffic, have a think about joining up. The info's all here. There's no widget to add and the essay is just a joke, but you can play along if you feel like it. You don't even need to link back to the House or put up the network logo, but it might be neighbourly.

This could be especially relevant to your interests if you're primarily a roleplayer and the blog is listed with the RPGBA, which looks like ceasing operation in a couple of months.
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Tuesday, 23 July 2013

Ban Warhammer?




Back at the wheel here, briefly at least, to share with those who might otherwise miss it the thinking of a blogger at the Telegraph, supposedly a 'quality' daily British newspaper.

It's arguably not much of a paper today, but UK national media may have gone off a cliff, or been pushed, with just one less-flawed gem pushing back to keep us better informed.

Anyway, as far as I can tell, the blog post itself skips a fair few reasons for banning the hobby, if anyone did want to make the case. It seems to be a joke piece. A few tasters:

... The whole experience is pitched at teenage boys, but some of them never quite grow up and you’ll find men with dank pony tails still collecting well into their thirties. Emphasis upon "boys" and "men" - this underworld is no place for a lady.
...
Although it now makes me sick to my stomach to think about it, I can’t deny there was some joy in my Warhammer problem. Boys get a unique kick out of collecting and owning things that other boys don’t have, in beating them in wits or being able to show off a magnificently painted griffin. But it did function like an addiction. Once you get hooked, you find that the price of the models creeps up and up with every year. New ones are always coming on the market, and every five years or so they change the rules completely - which necessitates buying a whole new bunch of stuff. ...
...
... Lonely and gripped by self-loathing, I succumbed. A few days later, unshaven and sleepless, I found myself sitting amid a pile of skeleton warriors - looking on at the ruination of my life. A little while later, I threw it all in a dustbin and tried to get my stuff together. I’ve been clean ever since.

More here.

Don't forget that gem, the Grauniad. They may be the last looking out for us globally too.
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Wednesday, 26 December 2012

Wired-up Fighting Fantasy Necromunda in Itra's City

Of all the games you've known or loved, what fine fusions would you make if you could?

I wouldn't mind exploring the early version of Necromunda from GW's Confrontation, but in the form of a networked Fighting Fantasy gamebook that's still a paperback, borrowed from a local library - with dust, stains and the pencil marks of past players - using the resolution system from the Norwegian RPG Itras By, and all on a rainy British afternoon.

Here's some of the rich setting material, although Itras By would encourage reworking it.

Hive clusters are connected together by roads across the [ash] wastes and transportation tubes supported on pylons and suspended from cables. ... the landscape resembles a petrified forest entangled in the web of some enormous spider. ...
...
... The ash occurs in many different, often vivid hues such as sulphur yellow, citric green, cobalt blue, pink, mauve, as well as various shades of grey, and it varies in texture from fine dust to crystalline clinker. The creatures and nomads that live there are equally colourful ...
... A moderate ash storm will strip an unprotected man to the bone in seconds, and then reduce his bones to a handful of dust. ... Imperial scholars who have studied dust ecologies believe that there may be currents and tides within the ash surface.
...
In hotter weather, when Necromunda’s sun breaks through the planet’s cloud cover, noxious vapors rise up and form poisonous mists and fogs. Mists are invariably followed by toxic rain storms, laden with particles of deadly ash dust and other contaminants.
White Dwarf No. 130 (October 1990)

The aspects are all there, in the intricate lived-in tone and weirdness. I'm actually looking for a gaming equivalent to this video, a soulful blend of individually outstanding material...



The major sources used, or a close and relevant match otherwise, are this ("Silent All These Years"), this ("Down by the Water"), this ("Cover Me") and this ("Dissolved Girl").

If you're wondering how the metaphor shifted, it probably passed at least partly through the prism of Tadeusz Różewicz's "Draft for a Modern Love Poem", especially the lines:
...
a spring-clear
transparent description
of water
is a description of thirst
ashes
desert
it produces a mirage
clouds and trees move into
the mirror

Lack hunger
absence
of flesh
is a description of love
is a modern love poem

Gaming can also be seen as a kind of ensemble musicmaking, even lovemaking, with a good metre, a few riffs and plenty of flights of fancy, all kept developing with gentle cues.
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Tuesday, 19 July 2011

Blooper reels and bonus features

A gaming idea and the latest piece of flash fiction for Jennie's Expansion Joints. The idea with EJ is to write a narrative in 15 words, with one given; this week the word is cut. And a it's cruel cut... 

   "Cut!" 

   "A star! World at my feet. Celluloid queen..." 

   "... enthroned on the cutting room floor."

The gaming idea is propluristemic, meaning it's intended for use in various systems and settings assuming some adaptation, and it's inspired by the cinema-themed take on roleplaying in the Advanced Fighting Fantasy system. Given the styling, it's likely not useable as is, but will hopefully trigger one or two ideas that might suit a given gaming group better.

The cutting room floor

Once per game or session each player or party may choose to either a) exclude at first appearance the use of any one character, unit, vehicle or other protagonist or group of protagonists, b) skip any one encounter, c) resolve any one combat as if the player or party rolled the best possible result on each die or d) remove a number of turns equal to no more than one quarter of the standard or average game or session length.

Any one of these elements may be spliced back once into any future game or session by any other player, or by the GM/DM or equivalent, even in breach of usual restrictions.
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Saturday, 2 July 2011

Peake and British gaming




A couple of interesting articles on Mervyn Peake, probably best known as the author of the influential Gormenghast series. One has reflections from four writers, among them Michael Moorcock and China Miéville, the other an interview with Peake's children.

Tied in with this are two posts on British gaming and its major influences. The first is by Chris at Vaults of Nagoh and focuses on the dungeon concept; some Gormenghast too. The second, by Coopdevil at Fighting Fantasist, has more emphasis on WD and GW
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Tuesday, 30 November 2010

Snow blows in


Snow has fallen here too. Forget wintry mix - it's almost a blizzard. The freeze begins.

The dramatic and changeable climate was one of the features of Port Blacksand I loved most. (For more on the city and my feelings about it see yesterday's post.) Being a seaport, it was explained in Blacksand!, meant blazing sunshine could easily give way to a pea soup fog or heavy snow with little in the way of warning. Its weather anchored the city geographically, gifted it character and made Blacksand more of a living space.


The same was true for the setting of Games Workshop's Necromunda, the polluted, half-abandoned domes sunk deep in the base of the towering megacity Hive Primus.

The Outlanders supplement to the original boxed game contained rules for weather conditions and related events. Hazy memory tells me it had gales to topple gangers from walkways, true acid rain, electrical discharges, toxic sludge and the hivequake. The same book also featured a superb bestiary section, describing the Underhive's bizarre flora and fauna. My favourites were the ash clams waiting to snare the careless. As much as the evocative texts, all of this potential served to make the landscapes real.

If the game sounds interesting - it is - the latest version of the rulebook is available online or printed and bound, the current miniatures are here and the Eastern Fringe is a good place to find out more. Some older material may have gone, but it's not forgotten.

With winter setting in and our landscapes changing around us, the senses are caught unawares, memories grow vivid and imagination wakes. It seems the right time to ask: how do the games you play have you breathing the air of the setting?

Monday, 29 November 2010

Mapmaking merry (1)




Wandering the labyrinthine byways of the internet of late, I seem to have taken a lot of very right turns. Even without a map to guide myself by I've come across reams of maps. The one that set off this post was one that inspired me long ago. It was a city map...

Blacksand!

That's right, Port Blacksand of Allansia, star of the Fighting Fantasy solo gamebooks and Advanced Fighting Fantasy system. Do you shudder with pleasure, or fear?

I relived the memories at Brighton Roleplayers, specifically at their post on urban settings in fantasy. While you're there, check out Sigil too. Right up my alley. They have the map from Blacksand!, and if you want a list of streets, there's one here. (I've added this useful wiki to memory banks in the right-hand column.) We met the city first in City of Thieves, the solo gamebook, helpfully reviewed here at Fighting Dantasy.

But this only set me off. I think we all love urban maps, whether campaign maps, adventure maps or criss-crossed tabletops, for roleplaying or wargaming. So Porky went snuffling for new or lesser-known options, and presents a subjective selection below.

Mainly fantasy 2D

Mainly sci-fi 2D / 3D

Many genre / fantasy 3D

No dead ends there - a host of atmospheric destinations - but stay in the lamplight!

So what have I missed? What grand thoroughfares, cramped streets and dank alleyways do you frequent? More to the point, which would you like to?
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