Tag Archives: Game Conventions

Summer Stabcon 2009

I’ve lost count of the number of Stabcon’s I’ve been to now.

Stabcon is the twice-yearly games convention now held at the Britannia Hotel in Stockport.  It’s small enough that I recognise all the regulars year after year; in that respect it’s almost like a Mostly Autumn gig. Come to think of it, it’s a very similar demographic…

Although the emphasis is on board games, there are also plenty of RPG sessions over the weekend. The organisation is very informal, with nothing booked in advance.  GMs put prospective games up on the notice board, players sign up to them on a first-come-first-served basis. This does mean that popular games tend to fill up by the Friday night, but there does seem some form of self-balancing between players and GMs over the weekend.  I see very few games fail to run for lack of players, and additional games always seem to appear on the board whenever all the other games are full.  This year I ended up playing four RPG sessions over the weekend, more than I have done in many conventions.

Friday night’s game was GURPS Reign of Steel.  The setting was a Terminator-style near-future; the robots had won, and the survivors of humanity are either fighting a guerilla war, or just lying low and hoping the robots ignore them. The plot had the PCs as members of the SAS, the last surviving military unit serving the last surviving government in Europe, and involved Frenchmen stealing Britain’s last remaining nukes, the Channel Tunnel rail link, and this exchange:

GM: The robot manages to dodge the combine harvester.
Me: I’ll turn and try to ram it again – I guess it will take a couple of rounds to circle round.
GM: It’s a cinematic game!
Me: OK them, make that a handbrake turn…

Saturday, after a few card games, was another GURPS game, this time a Diskworld dungeon adventure, run by Phil Masters. I played the stereotypical Hubland barbarian, as we hacked and slashed our way through sewer-slugs and skeletons. The last fight seemed to go on for ages as we had yet another example of my appallingly bad convention die rolling, although my biggest criticism of GURPS nowadays is that fights sometimes go on for too long.

By the evening, things started to get very silly, with InSpectres, which is basically Ghostbusters with the serial numbers filed off.  I’ve played this game at Stabcon before; a very rules-lite system designed to encourage player creativity, and played strictly for laughs, of which there were many; when we had player characters with combat origami, our ghost containment device was a wet paper bag, and our vehicle was a mutant hybrid of a Rolls-Royce Silver Ghost armoured car and a bendy-bus. You get the idea?  We had to deal with a demonically-possessed teddy bear, four escaped tigers (due to an accident with the rocket launcher), and how to dispose of a dead elephant stuck half-way up the stairs.

Paranoia on Sunday was the only way to top that. Paranoia is one of those games I’ve always wanted to play, but up until now nobody had ever run at a con I’d been to.  The Computer is your friend! Denounce your comrades as Commie Mutant Traitors!  You do not have security clearance to eat blue M&Ms!  And are you questioning the skills of R&D with the L-shaped gun for shooting round corners?  Report now for termination!

The next Stabcon will be the first weekend in January 2010. I’m already paid and signed up.

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Summer Stabcon 2008

I’ve lost count of the number of Stabcons I’ve been to now. I missed the first part of this one due to the charity concert in York, but managed to get there by about lunchtime to find a large room filled with a great many familar faces.

Getting there late meant that many games in which I’d liked to have played were already filled up – I noticed Mike Cule was running Vincent Baker’s “In A Wicked Age” on the Sunday, which would have been fun. Fortunately there was a slot in Mark Baker’s marathon Unknown Armies game running from 5pm until late on Saturday, so I signed up for that.

It turned out to involve time travel; what started as a tube journey early on a Sunday morning turned out as a trudge through the Fleet sewer, in which we emerged in 1829. Out attempts to get back home lead us to various times which increasingly diverged from our own timeline; at various points we killed the vampire Jack the Ripper and encountered Princess Elizabeth as a member of the British Resistance in the abandoned tube tunnels beneath Nazi-occupied London. Eventually we managed to fix the timeline, and get back to what would have been our own time but for some very bad dice rolling; everything was as it should have been except that both our London tube train and the Virgin Pendolinos at Euston appeared to be powered by Stirling Engines.

Sunday’s game was very different – Pete Crowther’s game of Toon. Which was very, very silly indeed. I wrote up a Toon version of Bug, from the Guardians of Dimension games from Gypsycon. Other characters included a 50′ high robot and a squirrel. The plot was probably impossible to summarise, but included live-action Space Invaders, a fight in a tea-room, aeroplanes getting coated in cottage pie, the Welsh village of Llandofmyfathers, and an arch-villains base in the volcanic crater in Mt Snowdon.

Next Stabcon is from the 2nd to 4th January – see you there!

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Winter Stabcon 2008

I have now officially lost count of the number of Stabcons I’ve been to, and I’m not totally sure if this is a good thing or a bad thing.For those of you that haven’t read my writeups of previous ones, Stabcon is a games convention that meets two weekends a year in Manchester. When I started attending a few years back the venue was Woolton Hall, but the last few have been in the convention rooms at the Britannia Hotel in Stockport.

Stabcon is billed as a small and friendly convention, and more or less does what it says on the tin. Most of the faces are familiar from year to year. The RPG side of things is very informally organised; GMs turn up with games, and decide when and what to run based on whatever other GMs are and aren’t doing; players then sign up on a first come first serve basis, and it all works quite well. It’s settled into a pattern of games sessions running for three to five hours, with one slot Friday night, three on Saturday, and one on the Sunday.

As well as some Games Orkshop Space Marine stuff (Eat hot plasma death, green things!), and an awful lot of Chez Geek, I played three RPGs over the weekend.

The first was GURPS Transhuman Space, run by Phil Masters. I always find the central problem with this 100 years in the future SF setting is that there are so many options, it’s difficult to decide what to actually do with it.  Phil set this one (like all but one of his I’ve played in) on Earth, with the player characters were a team of freelance security ops hired as bodyguards for a Mexican folk singer at a festival in a small South American state. Naturally our problems turned out to be more complicated than fending off groupies.

The second game, on the Saturday night was one of those strange Narrativist games that’s come out of The Forge, InSpecres. As the GM described it, it’s basically Ghostbusters with the serial numbers filed off, crossed with a bit of parody of Internet start-ups. We played it very strictly for laughs, travelling around in a converted Routemaster bus playing a very bass-heavy version of Jingle Bells with the volume stuck on 11 (One PC tried to turn it down, but failed her roll, and the volume knob fell off) After dealing with usual green slimes and exploding zombies, we ended up on the trail of dyslexic Satanists, which explained why we tried to break into their lair while dressed as elves. Having subsequently purchased the game, yes, it is supposed to be that silly, so we were indeed playing the game exactly the way it’s supposed to be played.

Sunday’s game was GURPS again. This time in the GURPS Infinite Earths setting, on the parallel Britannica-6, a steampunk setting into large scale engineering projects and a culture far more decadent than our own Victorian era. We’d visited this parallel before as dimension-hopping I-Cops agents. I’d remarked to Phil Masters that this setting seemed to combine the worst stylistic excesses of the 1870s and the 1970s. He’d taken that as inspiration for an adventure set entirely on that parallel with the PCs as local cops; “Lyme Regis Vice”. What started as a simple case of arson got a whole lot more complicated once the Zeppelins started appearing. (It’s a parallel world; of course it has Zeppelins, they always do)

Thanks to Michele and Hammy for running yet another excellent convention.  The next one in at the same venue, on the 4th to the 6th of July. See you there.

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Summer Stabcon 2007

It’s a week ago, and I haven’t written a report of this. Call myself a blogger?

Stabcon is the bi-annual games convention, focussing on board games and RPGs, currently held at the Britannia Hotel in Stockport. It tends to be a lot of the same people year after year, and it’s small enough that everyone knows everyone else. I to the registration desk to find a roomfull of familiar faces. Like a Breathing Space gig, only even more so! In fact, it didn’t seem like six months since the last con, more like a couple of weeks.

As always, the gaming was of good quality; and since I now know most of the players and GMs it’s more like an infrequent regular gaming group than RPing with a bunch of random strangers. Three of the four games were with GMs I know well from previous Stabcons, Kev, Amanda and Phil Masters.

This year I played not one by two games of Call of Cthulhu, one featuring a sinister magic mirror that wanted us as a sacrifice, the other a sorceror/mad scientist performing the Schrödinger’s Cat experiment, with the player characters as the cat.. In both games I failed some SAN rolls and went ‘wibble’ quite a bit. Other games were Stargate SG-13 using the system from Blue Planet, where we visited the Planet of the the Pear-Shaped Women, and GURPS Transhuman Space with a school trip in the year 2100. All were great fun.

Roll on the next one!

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Summer Stabcon 2006

Summer Stabcon lived up to its usual expectations; I’ve been going to this small local convention for four years now, and it’s reached the point where I recognise 90% of the faces. Over the weekend I played four RPG sessions and a lengthy session of the boardgame Arkham Horror on Friday night, which we didn’t get to finish because everyone was wilting by midnight.

I haven’t really got time to do a full writeup of this years Stabcon, but here are a few random thoughts:

  • The fact that far more people took time out on Saturday to watch the football than watch Doctor Who loses us some geek credibility points. (I was one of those who watched Doctor Who!)
  • In military SF games I am now officially typecast as Rocket Launcher Guy Who Can’t Hit A Barn Door. Even though I managed to make enough enemy assets go boom in ways their owners didn’t intend, there were still jokes at my expense at the end when the GM described the heavily cratered lawn in front of the captured enemy HQ
  • Apologies to everyone who suffered my gratuitous prog rock reference in Amanda’s Stargate SG:13 game on Saturday. This was after our team returned from the previous mission (which happened off-camera) where we had to babysit an anthropologist studying a primitive culture who were really into interminable and tuneless folk songs about ploughing. When we had a few hours of R&R between missions my character went to the jukebox in the bar and put on some Jethro Tull, to the groans of the other characters.
  • Mike Cule’s game of Primetime Adventures on Saturday ran a lot better than the game six months before, when all of us including the GM^h^hExecutive Producer were still feeling our way round the rules. This time we recognised that it’s really a game where everyone is a co-GM, and anybody could introduce NPCs or throw in plot twists. For instance, I introduced the main villain in one of my turns. As before, the brainstorming session at the beginning was a fun part of the game, with the final setting (the PCs as members of a circus who really do have supernatural powers) being an amalgam of several people’s suggestions.

I’ve already signed up for the Winter 2007 Stabcon in January

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Primetime Adventures at Stabcon

In my Stabcon review, I promised a full writeup of the Primetime Adventures game run by Micheal Cule on the Sunday of Stabcon.

Primetime Adventures is one of the new breed of ‘indie games’ coming out of The Forge. As the name suggests, the game is supposed to be an imaginary TV series. My previous experiences with Forgite-Narrativist games was limited to one game of Dogs in the Vineyard at Consternation last August, which I felt was decidedly so-so; neither the setting nor the system did a lot for me. I hoped Primetime Adventures would be better. And it was.

A game of Primetime Adventures starts with a completely blank sheet. It starts with the players playing the roles of the team of TV scriptwriters pitching ideas for a new series. Someone suggested a reality show about interdimensional interior decorators, but we eventually ended up with ‘Knights of the Eternal Table’, interdimensional do-gooders formed from the remnants of King Arthur’s Knights, operating from a Camelot outside of space and time.

We then made up the following five characters:

  • Sir Kay, cynical and curmudgeonly, the last survivor of the original Knights
  • Arthur’s Jester (can’t remember the name), the other surviving knight, with a mystical connection to The Grail
  • A Chinese master thief with a serious case of kleptomania
  • My character, Rudi von Leibnitz, a Luftwaffe fighter pilot of aristocratic blood shot down in the Battle of Britain, who wants to atone for his guilt of having fought on the wrong side.
  • ‘The new guy’, an Olympic athlete and family man.

The system is very bare-bones, no lengthy skill or equipment lists, just a couple of very broad one-line ‘edges’ (abilities) and ‘connections’ (I had “Fighter Pilot” and “Noble Family”). The game mechanics involve both parties in a conflict drawing cards, with your relevant Edges and Connections affecting how many cards you can draw.

The episode we ran was set in 1914, with the Knights sent to Arabia to retrieve a vial of a lethal virus which had been stolen from a German lab by Lawrence of Arabia. To add complications, a German agent sent to recover the vial turned out to be my character’s own father. Since Rudi hadn’t been conceived in 1914, whatever happened could not result in his death!

Most of us were more used to traditional-style games, and had trouble initially with scene framing and setting conflicts. This left us leaning more on the GM than perhaps we should have done. I felt that I needed to play a few more sessions to get the hang of it.

Overall, my impressions were positive, much more so than my earlier experience with “Dogs in the Vineyard”. The initial brainstorming and on-the-fly group character generation proved to be a key part of the game; It probably wouldn’t have occurred to me to make my character German rather than British, for example, but that made him a lot less one-dimensional.

The game left me wanting to play more episodes with the setting and characters, which I think is a good sign.

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Gypsycon VII

Easter weekend saw the seventh Gypsycon. More than a dozen people, most of whom are connected in some way to the Dreamlyrics community descended on the remote Cambridgeshire village of Pidley for four days of solid gaming.

On Friday, in a departure from the usual format, we played aone big freeform game with sixteen people, based on an Ars Magica tribunal. Every character has their own agendas and secrets; my agenda simply being to avoid being executed for my alleged crimes. The game culminated in a in-character formal banquet, in which many of the secrets came out. The whole thing worked very well, and I’m sure we’ll see something similar next year.

Saturday was Vampire:The Requiem, run by Steve “Abaddon” Morley. I’m not a big fan of Goth:The Angst games, but this one was a lot of fun. Set in York (the original one!), it started off with investigating mysterious symbols painted on the floor of a hotel room, but got more complex when we realised the Prince was not what he seemed. The game ran until 3:30am, on the day the clocks went forward an hour! At the same time, the other group were playing the new edition of Ars Magica, and were still in character generation at 7pm!

Sunday was Mage:Sorcerer’s Crusade, run by Mark “L’Ange” Baker. This was the game I’d signed up for at Stabcon in January, but had failed to attract enough players at that event. The game was a sequel to the game that I’d played at last summer’s Stabcon and others had played at an earlier Gypsycon, set in L’Ange’s extremely (if not obsessively)well-detailed Northumbrian village, at which the player characters are setting up a university, a sort of renaissance Hogwarts. We began with an investigation of the gruesome murder of a party of a dozen or so monks on the Great North Road, which soon uncovered supernatural elements, then got sidetracked following many of the villages subplots, including ghosts, and outbreaks of a disease we weren’t allowed to use our 21st century knowledge to cure. Finally we had to deal with a ferocious magical attack on our premises. Let’s just not mention the succubus….

On Monday it was my turn to GM, with a scenario in my own Kalyr world, with the PCs as an team from the Academy of Knowledge, investigating illicit goings-on at a rival guild. I’d originally written it to play last year’s Gypsycon, but unfortunately I didn’t get to run it because some players had to drop out. I had GMed it at last July’s Stabcon using Fudge; this time I ran things using 4th Edition GURPS. Apart from one mistake in combat initiative, the game ran reasonably well; the players seemed to enjoy it. I’m not sure whether I’ll run future games in this setting using GURPS or Fudge; the rules-light nature of Fudge is a closer match to my GMing style, but GURPS seems the more popular system with most players.

As ever, a great time has had by all. Attendance was slightly down on last year, although we were blessed by a special American guest. Roll on Gypsycon VIII!

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Winter Stabcon, 2005

This is the first time I’ve managed to make it to the Winter Stabcon; usually the date clashes with the Maidenhead and Marlow Model Railway clubs annual show. While the summer event is still held in the traditional venue of Woolton Hall, the winter convention now takes place at the Britannia Hotel in Stockport.

Because it’s quite close to my current home, I decided it would be a cheaper option to travel in each day, since the taxi fare home late at night worked out rather less than cost of a hotel room. Unfortunately the hassle of getting there in the morning, especially when trains run late or the Sunday rail replacement buses turn out to be at inconvenient times made me wonder if I’d really made the right choice.

It’s always advertised as a ‘small friendly convention’, which probably explains why I did very little actual gaming on the Friday night, spending the time chatting and drinking beer. Unlike the summer event, we didn’t manage to drink the bar dry by the end of the con, although we did finish off all the bottled real ale by the end of Saturday! As is usual for events like this, I met up with a few old friends such as Sasha, L’Ange and Toni.

Stabcon is really a boardgame convention with a minority of roleplayers; of the 150 or so attendees, the majority spent the weekend playing complicated boardgames with thousands of pieces that lasted for 14 hours.

In the end I only played two RPGS. On the Saturday I played in Kev’s Call of Cthulhu game set on Mars during the early days of colonisation. On Sunday I played in the GURPS Discworld epic GMed by Phil Masters, in which the beer tasted of herring, and I played the axe-wielding barbarian Volf Volfssonssonsson, and no cliché was left unturned. I’ll avoid spoilers just in case anyone encounters either scenario at future cons, but I will mention Volf’s drunken Viking sea shanties, and his attempts at fishing for freshwater herring.

The third game I’d signed up for sadly failed to attract a sufficient number of players, so I ended up joining a game of Munchkin Bites instead, the latest of Steve Jackson Games Munchkin games. This one mercilessly parodies both White Wolf Games and Goth subculture in general. The game ended as a three-way tie with three players all at ninth level, because it was getting late and most of the players wanted to go to bed. I also played in a game of Credo, the game based on the Great Council of Nicea, in which the players represent different factions of the early church attempting to hammer out a Creed. Ours started with “We believe in many gods, including…”, although it went mostly orthodox after that. There were quite a few shorter games, most bizarre of which had to be the Mornington Cresent-like game played of Friday night with assorted dice, empty beer glasses, pencils, bits of paper and empty milk containers.

I’ve already signed up for the Summer Stabcon, on 8th to 10th of July at the traditional summer venue at Woolton Hall in Manchester.

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Gypsycon Six!

Things have been quiet on this weblog for a while.

This is because I’m still recovering from four solid days of gaming at Gypsycon, in Pidley in Cambridgeshire. Games included such RPGS as Victorian age Vampire, a game based on Firefly, Castle Falkenstein, and GURPS Time Travel. We got to messily dispose of a cult, work out what to do with two horses, a naked woman and 400 kilos of cocaine in the airlock of a starship, explore the sewers of Vienna, and assassinate Baron von Richthoven, although not all in the same game.

Sadly I didn’t get to run the GURPS Kalyr game I’d prepared; several people had to drop out at the last moment, and a number of games had to be cut. I’m now considering running it at Stabcon in July.

My sleep pattern still has to get back to normal.

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Dragonmeet 2003

I’ve spend part of the weekend at the last gaming convention of 2003, Dragonmeet. Since I’m not currently in any regular roleplaying group, I rely on cons for my gaming fix.

Dragonmeet is a one day convention held at Kensington Town Call in London, now in it’s fourth year in it’s current incarnation. I missed last years event, due to the date clashing with the Warley model railway exhibition; this year the two fell on consecutive weekends, so I could attend both. I did miss out on the office party, though. You can’t have everything, and Dragonmeet gives you less of a hangover.

It’s rather larger in terms of attendance than the two residential cons I’ve attended this year (Stabcon and Conjuration); the action was spread across four halls, though I didn’t venture into the CCG one. The trade hall showcased several British gaming companies, notably Mongoose Publishing with mountains of d20 stuff, Pelgrane Press, publishers of the Dying Earth, and Ragged Angel, publishers of Principia Malifex.

On a one day event you don’t get as much gaming as a full weekend con, so the game sessions tend to be shorter; two to three hours rather than the six hours plus at a longer con. I played two games that are both new to me, Diana: Warrior Princess, GMed by the game’s author, Marcus Rowland, and the modern day horror game Principia Malifex.

Diana is a very silly game indeed, designed for people that think White Wolf’s Adventure is far too po-faced and serious. Imagine a TV show in a future as far away from us as ancient Greece is in the past, with the same level of research and loving attention to historical authenticity as that TV series filmed in New Zealand. Get the idea? As well as Diana and her sidekick Fergie, PCs include Red Ken the barbarian hero, who has the ability to speak to amphibians and reptiles. Villains include the evil Queen Elizabeth, who is also secretly a gangster called The Queenmother, and her evil chancellor, the undead sorcerer Thatcher. The whole thing is played with cinematic game system played with buckets of d6. The adventure we played involved recovering the stolen Stone of Scone, a haggis farm, a gigantic flying dreadnaught chased by the PCs in a steam powered biplane, and a bunch of bagpipe playing druids led by a fellow called Rabbi Burns.

The Principia Malifex game was rather different. This game ran three times during the con, with a prize of a bottle of champagne to any party that managed to defeat the scenario. The premise was that the PCs had banded together to rid the world of an evil sorcerer, who lived in a walled house surrounded by woodland. Our plans went pear-shaped pretty rapidly, losing one PC (death by ladder) before we even got inside the house. I was the third casualty, wibbled out in the kitchen from seeing one Thing Man Was Not Meant To Know too many. The three survivors made it to the top of the stairs before being wiped out, which was further that the earlier group had done. I don’t know how the third group did, but the champagne survived to feature in the charity auction at the end of the convention!

Like most cons, I met up with some of the regulars on the con circuit, Harvey Thomas, Ian McDonald and Jennifer Waddington (with Nigel the mongoose), plus a few others who’s names escape me.

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