Showing posts with label the UK. Show all posts
Showing posts with label the UK. Show all posts

Wednesday, 6 August 2014

What's made 40K pay?

My post on aesthetics in 40K, Von's follow-up and Patrick's comparisons produced some solid discussion and several insights. This builds on it.

The success of GW's various games hasn't given it a license to print money, but once the company captured a critical mass of attention* it's quite possible it did gain a set of very powerful tools for keeping the money flowing. Thanks to the responses to certain events over the past few years we've probably all got a better idea of what they might be.

* I'm thinking especially of the UK in the early days and the benefits of importing D&D, opening shops in so many towns and having White Dwarf in newsagents large and small, especially as WD moved towards coverage of GW exclusively, and of course creating one or maybe two major settings and several major systems amid a whole constellation of smaller. It's worth bearing in mind that a tabletop game producer can't sell one key piece of the puzzle - fellow players, who have to be numerous enough to make play worthwhile.

Once the interest was there, and assuming the interested parties had their own income or the income of parents or others to fund it, transfers of cash could well have been regulated by a set of general processes I'm going to call elaboration, recodification and devaluation in the case of three primary, and rotation in the case of a secondary.

Friday, 31 January 2014

Near future wor*fare




When mum came back from the war her skin was on inside out and she was crapping through a hatch in her belly button. That was nothing. Last time she'd coughed her lungs up and if not for the nanopills we'd have needed to stuff them back in ourselves. Like we did with aunt Claire's. Hanging down her front like a forked bib they were. *Yeugh.*

We did laugh though.

But this time it was the baddies came off worse. She had a vid to play us and it was a case of your tote destruxor. She took out two bungalows and the playground beside the old folks home, and Mrs Moggins vaped the brick flats on Mill Street. They pulled everyone back when the 'topes came in.

'Topes? No snopes. We never opened the windows anyway these days, what with the smell from next door. All just piled up out there they were. Good neighbours. Plain bad luck...

Bzzz...

Tuesday, 5 November 2013

What scares the snakes and spiders?




Dogs aren't so fond of fireworks - quite a few might panic tonight in the UK. But some of them have been bred and trained to hunt with human masters, and accept their physics.

Beware of scrolling below this point unless you are an adult who is willing to be discomforted, possibly offended, and scared. There will be spoilers for Alien too.

Friday, 25 October 2013

Cthulhu waits dreaming... of Cthulhette?

Go read this. It's light on detail for a science bit, but oddly Cthulhic. There's more on midshipmen here - look at the relationships to our physiology.

A few passages for the essence of the thing:

A mysterious hum has been keeping people in Hampshire awake all night ...
...
Male Midshipman fish let out a deep, resonating drone which attracts females and acts as a challenge to other males. ... once they get going can keep up the distracting hum all night. 
... the noise created by the Midshipman is of such a low frequency and long wavelength that it can carry through the ground, walls ...
...
... "I thought I was going mad at first. ..."

The question then: what else might be disturbing our sleep we don't yet know about..?
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Sunday, 28 July 2013

Ban tabletop gaming..?

Following that post on banning Warhammer from last week, look what's just turned up at Slashdot.

A request for details of the web filter that may be introduced in the UK reveals it could also block "esoteric material". What does esoteric mean..?

Choose your dictionary. From the entry at Wiktionary:

  1. Intended for or likely to be understood by only a small number of people with a specialized knowledge or interest, or an enlightened inner circle.
  2. Having to do with concepts that are highly theoretical and without obvious practical application; often with mystical or religious connotations.
  3. Confidential; private.

That's pretty open. Could it cover niche interests - like wargaming and roleplaying - not always shown so positively? Or dungeons, dragons and made-up worlds, god-emperors and grimdark sci-fi? Could it just collect them up accidentally? Or not so accidentally..?

That's even before we get to "violent material".

In fact, it looks like it could be extended to cover any non-mainstream interest. Blocking an interest could mean it vanishes or declines. It could mean whole areas of knowledge being hard to find or access, maybe lost. With a tool like this you could remake a world.
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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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Monday, 22 April 2013

The wombull - a possible new character class?

I read this. And with Saturday's round-up still fresh in my mind, it all started to happen.

Picture the scene. Late '80s, the UK, a temple of gaming near a rambling common. A creature looking rather like a Womble elopes with one looking a bit like a Citadel ambull into the folds of what could be a BECMI box. They dig a lair and start a character class.

If I was going to write up that character class - and why would I? - I might do it like this...

WOMBULL
Motivation  Likes holes in the ground. Drawn to the intolerable waste in forgotten spaces; prefers not to steal, but will to put a thing to better use.
Requirements  Strength and Wisdom of 13+

Nature  Wisdom is the prime, with dice, saves and levels as per the dwarf.

Equipment  May use any; has jaws and claws (1d4 dam.), and paws only a little clumsier than human hands (-1 with missile weapons and devices).

Abilities  Digs twice as fast as a human. Has infravision, the dwarven feel for structure and a 1-in-6 chance of identifying inconsistencies or later changes in the contents of a space. May combine suitable items into a new form given that form's gp value in minutes; the new form is one degree poorer for its type and has a 1-in-3 chance of failing with each use.

Knowing the creativity of the people round here, someone's already done it, but I think I'd be happy to play any version. Now, where could a party with a wombull go adventuring..?


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Wednesday, 20 February 2013

Ten wizard's towers




Greg Gorgonmilk's last post reminded me just how unwizardly wizard towers can be. For now, warming up for a possible community project, here's a table with some ideas. They might not be easy to model as wargames terrain, but for tactical roleplaying they're fine.

The wizard's tower is... (1d10)
  1. anchored along sunbeams in a shaft of unusually vivid light and accessible only by means of a reconfigured spell for illumination adjusted to the given wavelength.
  2. zipped up in a dimensional hollow; the hollow and/or the owner may be a braner.
  3. strung taut up into the heavens, space elevator-like; the wizard may import/export offworld and/or keep a personal space fleet, or be luring someone else's from afar.
  4. inside an exceptionally dense orbital introid (a large mass orbiting within a world's atmosphere), accessible using convection currents, maybe Mary Poppins-style.
  5. tightly woven from thick silver cord and suspended somewhere on an astral plane.
  6. built upside down into the ground, the foundations showing flush with the surface.
  7. compressed into a pointed hat (I thought Jason had done this, but I can't find it..).
  8. one fractal scale further down, easily mistaken for the wizard's intricately carven staff - just as the wizard in turn is easily mistaken for a woodworm while inside it.
  9. the original inspiration for the old British police box; often imitated, never bettered.
  10. sewn of the outer skins of gas giants, bobbing like a cork on a lost sea of stars.

There's a chance ambition got the better of the wizard and it's unfinished. If so, roll here.

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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Friday, 14 December 2012

Towards a new model army?

Many of us feel that certain areas of wargaming can be pricey, some areas increasingly and unreasonably so. A handful of posts from the past few days suggest ways forward.


Interestingly, BoLS this week posted some homebrew, which I think is the first time in a good while. It's a full mission, like those Creative Twilight produce, possibly a step into a new golden age, and Loken reminded us of the first and its magical Lords of Battle pdf.

Thursday, 29 November 2012

A few bits and pieces

First, BoLS has a major update on the ongoing GW vs. Chapterhouse case - there's a little more here - and HoP flags up a clever thunderhawk.

Second, if you've been having trouble seeing The M42 Project's vision of an improved alternative to 40K, SandWyrm posted a force organisation chart and revised game introduction

Third, there's a discussion going on at Trey's last Warlord review, on change in people and genre, and Roger the GM sees the old school in ITV's classic show Knightmare.

Fourth, one or two of us were commenting a while back with Lovecraft's favourite words, and to expand a shrunk vocabulary I've decided to build on that. I started here and here.

Lastly, it seems no one got that movie reference from the last post, so I've put a slightly more open reference into the next entry for the Maelstrom table. This is entry no. 6 of eight unless someone else jumps in before Saturday. If you have a suggestion, go for it.

     The descent into the Maelstrom... (heading for 1D8)

     6. ... wakes the traveller - who is afloat and wired up in a sensory deprivation tank.
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Tuesday, 6 November 2012

A mug's game?




If your electoral system was a game system, which would it be? And would you play it?

To set the ball rolling, for the UK, I might say first edition Warhammer Roleplay - a great tone and huge influence, but an official development that narrowed fast and a slow death.
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Tuesday, 18 September 2012

Gödellian Rhapsody

There's a reasonable popular-scientific sketch here on a 'grand theory of everything'. It's easy to follow and even uses metaphor from gaming and mapping. More importantly, it takes into account the limits of human structure and the problem of defining 'everything'.

Personally, I'd argue it doesn't go far enough - too little looking sideways for a start - and falls down on what life or a deity might be, in more hylozoic senses for example. If these are the best minds we have, good as they are, it may be time for more of us to help out.

For most of that, plus The Glass Bead Game, music, Dawkins, themes in the sly-fi and his work in opposing the cull, you might be interested in the views of this astrophysicist.



If you're wondering about that title, it's a reference to Gödel's incompleteness theorems.
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Friday, 10 August 2012

The beginning of the Ends

Here's an idea which was given a nudge by Trey's latest post, Opening the Doors of Perception. I recommend reading it, following the links and looking at the portal list.

The essence is this. All worlds are connected and each can be reached from any other. The idea is to get links between settings and game universes, so one campaign can run smoothly into another. What would a gateway to a given world look like?

Pick a world, any world - an existing space or a new - and describe a path across.

Here's a weird example: In a wild landscape, dig a cocoon in play dough, modelling putty or stained clay, then enter and settle in, buried alive. Fast, meditate and grow squishy like the squirming worms. Wake, and join their migration to dark and nasty regions.

Which could be a way you leave the current setting and end up somewhere like this...



A destination world could be much more serious of course, basically anywhere. I'll post more as I get them and make a master list, with links to whatever people come up with.

More inspiration.



Update: There's a master list here.
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Thursday, 12 April 2012

The noble art of the yawn

For me there is value in this discussion on genre at Monsters and Manuals. But having followed it up by watching scenes from Sucker Punch, I'm feeling mild despair right now.

By the by: Does anyone see in this Butthole Surfers video a spark for the video for "We Come 1"? Or think the Streets ran with that Faithless theme for "Turn the Page"? If you don't know the Butthole Surfers, Independent Worm Saloon looks a good place to start.
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Sunday, 8 April 2012

Back-to-back reality, or Ouroboral gaming

Cygnus of Servitor Ludi reminded me of this at the dis-Atlantean post. It's a sequence from an old episode of Red Dwarf, a sci-fi sitcom about a group of humanoid misfits lost in space three million years in our future. Just before the clip begins they're blown up...

After watching it again I really want to set up a marathon session with a mix of settings and systems, with each game flowing on into the next and the players running through scenes based on this one, or using the kinds of framing at the Conan le Barbare post.

It could be another approach for S. P.'s guerilla gaming concept, and there might even be a universal supplement in it, just inspiration and possible methods for transformation.

Maybe it could be integrated into the Pluristem campaign when it gets up and running?

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Thursday, 13 October 2011

Alien overlords and would-be masters

I followed up a memory today and rediscovered The Tripods, a BBC series based on the novels by John Christopher. I still appreciate it more than the critics in the last video did.







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Thursday, 18 August 2011

... how does your garden grow?




Here's that second loosely-linked post, with some ideas for parks, gardens and farms.

This post at John's Toy Soldiers and the Lost Gardens of Heligan probably crystallised the thinking, around dinosaurs thanks to those photos. They give off a classic Doctor Who vibe too. I realised we don't see this kind of space much in gaming. Why not?

Parks and gardens can and do feature as house and castle grounds, or public or palace land in cities, and why not open-air courtyards deep inside dungeons? The same in more sci-fi-oriented settings, but here the greenery could be in sealed pulp-style domes, out in space or as a preserved landscape like those in Silent Running - mentioned here too - or in the TNG episode "The Survivors", or part of a dedicated agricultural world.

The various associations make for more interest, like raised terraces and labyrinths, ponds and lakes, tool stores, potting sheds and hothouses, lawns, patios and parties.

And thinking about circumstances, drainage and irrigation ditches could be flooded and animals free to wander, maybe released accidentally, maybe deliberately for confusion.

Directionality seems important too. There might be a difference in the difficulty of moving in a copse and a plantation based on axis taken, something I think Epic once covered.

Maps are easily put together, physical terrain less so, but the nature of a tabletop could be marked impressionistically with elements like this converted agri-world truck for 40K at Tales from the Maelstrom. Linked with this and the looting theme in the first post, Winter of '79 has a tractor playing a key role in a game in their alternative UK history.

Whole new creatures could also be created. Check out the barkrunner at A Field Guide To Doomsday, one of the best yet. There's also the spookier Abyss Monster at I'd Rather Be Killing Monsters... which is more damp. Maybe the gardens are decaying?

I had a go at adapting creatures with the Fat Frog entry Up the Gordian Path, and plan to return when Stokasis is ready. If you're looking for ideas for a weird green space, feel free to lift them from here. Besides the creatures, you could probably tweak some of the encounters and upland events, and the weather roll, for an overgrown or alien landscape.

Here it is again - click to zoom. I tried to get a sense of a natural order running ever on, and that seems to me key to this kind of landscape, the interactions between elements.




For something a bit more down to earth, I thought I might start with what for many of us could have been a literary seed. Here's a table inspired by The Secret Garden, a first 15 of the features met, in order. It's for DM Muse, and since gardens come up in a lot of children's books, I'll likely add new influences over time. It's a living table so open to all.

  1. A pair of gates rises here.
  2. This dark vault of trees runs on ahead.
  3. A stone court stands before a long low house.
  4. Here a door opens in a wall of shrubbery.
  5. A wide lawn spreads, wound about with walks of clipped borders.
  6. Trees and flowerbeds fill this space.
  7. Evergreens stand here, clipped into unusual shapes.
  8. A large pool is home to a weathered and grey fountain.
  9. This long ivy-cloaked wall is set with a green door.
  10. This entrance opens into a walled garden, from which another doorway leads.
  11. This enclosed garden has frames over beds and fruit trees trained to a wall.
  12. A figure bearing an implement enters this space, and appears startled.
  13. A closed grassy space, this orchard has no other exits.
  14. Treetops rise beyond this wall, but no entrance is to be found.
  15. A small winged creature in the crown of a tree bursts into voice.

I've tried to keep them mysterious, and general to work in more fantastical settings. As ever, they're now in at DM Muse so the table should be live soon, ready for any more.

Back in reality, Jedediah gives advice for urban gardening at Book Scorpion's Lair.
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Friday, 12 August 2011

Mary, Mary, quite contrary...




This is the first of two loosely linked posts, inspired by other blogs, real world events and Ms Shelley. This post has the short forms and the next will have some ideas for gaming.

Number one is for this week's Flash Fearsday, an attempt at horror in 140 characters.

Orchards, greenhouses and potting sheds; warm earths and leafy beds... 
As they stalk freezer drawers, of what do Frankenstein foods dream..?

The second is for the last Expansion Joints, which is 15 words, one of them shock.

Shock! Sparks fly; a monster born. Doomed to destruction!
But how if made of men?

It could be taken as scathing commentary, but if The Telegraph got there first, is it..?
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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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