Flash Fiction Challenge Week 2: Securing Destiny

Bloggies News

A couple of things before I get to this week’s flash. If you read my last post, you’ll know that thedicepool.com was up for a Bloggie for best debut blog of 2024 in the TTRPG space. To those who voted for me, thanks so much! Your support means a lot. It honestly motivates me to keep working on this site and it’s obviously nice to know that someone enjoys what I write. Unfortunately, it was not to be. Murkmail won by a country mile, and deservedly so. You should go check out their blog. I came in seventh place, lower than I’d hoped but higher than I expected. For the full results, here’s a link to sachagoat’s blog. While you’re there, go and vote in the current round! It’s the Advice category right now and it’s down to the last 8 entries. They are all well worth your time to read if you’re interested in RPGs.

I redecorated

There were a few things missing from the very minimalist theme I was using. I really always wanted a sidebar. Maybe I’m just old-fashioned. Anyway, I switched themes so I could have one. I like it because I can keep useful stuff there, like my archives, lists of categories and tags, a blogroll of other blogs that I like or am subscribed to. That sort of thing. What do you think of the new look, dear reader?

Week 2

This one started with my head in a very contemporary office space and ended with something in a much more far future space space, if you know what I mean. I gave this a bit more time than the last one, but I’m not convinced it’s better for it. I’m happy with the plot I got in there and even the level of character development, but I’m not as satisfied with the quality of the writing. Here are the random words I challenged myself to fit into this 500 word piece:

Nouns

measurement
consequence
desk
winner
employer

Verbs

echo
influence
enquire
mix
pin

Securing Destiny

by Ronan McNamee

“Let’s put a pin in that.” Mr Grogan locked eyes with Terry and dared him to voice another concern. Terry, shook, broke first. “And move on to the next item, shall we?” Timpani thundering in his ears, Terry inhaled through his one unblocked nostril. A trick of his Mum’s, to calm him. The meeting continued, the others focusing on Grogan’s drone. Terry exhaled through an o. His pressure regulated with the cabin’s.

Why? His ghostly face, reflected in the void-dark porthole by his desk, echoed his confusion. Why had he opened his mouth? If his employer worried about the security of the life-support system, he’d have addressed it. Right? His mum beamed at him from her little holo-plinth. She winked conspiratorially. Secrets were her strength. She always said, say nothing and let the fools sing. Good advice, he always thought. So why had he ignored it today? To reassure himself that he wasn’t paranoid, he re-checked the firewall. There: a weakness. A hacker would need to know what they were seeking, but, surely, a weakness is a weakness. The consequences of such a key ship system being compromised defied measurement. Catastrophic.

Maybe Mr Grogan hadn’t wanted it discussed openly at the stand-up. Terry mixed up a lunchtime bowl of blue kibble on the mezzanine, and nodded. Made sense. But why? Security reasons? The other staff were trusted. Too distracting? It was a serious issue. So why? There was his mum again, with one of her sayings. Who stands to gain from it? Grogan? A play for control? Would he gamble with the lives of everyone aboard the Destiny? Did he think he could come out of that eventuality a winner?

Terry overthought everything. Everyone said so. He was pushed to enquire, he struggled to come to decisions, he had a tendency to catastrophise. Of course he did. Every scenario ended in catastrophe on a long enough time-line. That’s why his job was security for the engineering crew. It was why he was trusted, too. He took that trust seriously. Over a thousand souls depended on him.

In the depths of the ship, later, doing his rounds, Terry still debated his options. Grogan found him there, wiped his upper lip and drew close. “I know you think it’s me,” he had to shout his secret over the din down there, “the captain says there’s too many mouths to feed. Wants an… accident. She has… influence over me.” Terry nodded. He had heard rumours about Grogan’s indiscretions. The man sweated before him now in the greasy, red dullness. Terry told him he wouldn’t open his mouth.

Terry stayed late. Got in the back way through the firewall exploit. He selected the captain’s quarters and Grogan’s. Glanced at his mum before hitting EXECUTE. When he took the job, he told her he worried about this sort of situation arising. She’d said, if they don’t deserve your trust, then they don’t deserve Destiny. He tapped the button and listened for the klaxon.

Next week’s words

Random nouns and random verbs to attract those muses.

Next week’s nouns

expenditure
entertain
tablet
morsel
leader

Next week’s verbs

announce
stand
reverse
sue
decline

Please do let me know if you have been writing along with me, dear reader. I’m going to do this anyway, but misery loves company and all that.

The Bloggies 2024 – Debut Blog Voting

Quality

Dear reader, the Bloggies are in full swing. Voting has been occurring, on and off, since the 3rd of January. I didn’t manage to get through to the finals in any of the four main categories. There are many edifying, entertaining, exceptional blog posts that did and I would strongly urge you to hop over to 2023 winner, Sachagoat’s blog to find links to all of them. The quality is universally high and, having had a chance to read them all now, I can see what I would need to do to reach the finals next year.

It’s not that I’m dissatisfied with the type or quality of the posts I have put out over the last few months, more that I can see the sorts of topics and the level of thought and detail required if getting into the finals of the Bloggies is to be a goal in the future.

Debut Blog

That said, The Dice Pool is still in the running for the 2024 Debut Blog award. If you would like to get a flavour of all the thirty-five (!) finalists for the Best Debut Blog category, Prismatic Wasteland has collected them all in one place with a link to a post that is emblematic of what you might get from each blog too.

If you have enjoyed my posts, or if you have gotten anything from them, I’d appreciate a vote! You can find the voting form here. Thanks in advance, and may the best blog win!

Gaming Resolutions 2025

New Years’ Resolutions

‘What do I want to change about myself?’
That’s the question I think most people are trying to answer when they come up with their New Years’ resolutions. The answers? Invariably, they are something like, I want to lose weight, I want to be healthier, I want to learn a new skill, I want to pick up a good habit, I want to read more, I want to watch less TV. Right?

For me, this kind of thing rarely works. The failure has little, if anything, to do with the challenge itself, usually. It’s about the arbitrary nature of it. You decide to make this change on New Years Day because its a new year, not due to any external or internal catalyst. To me, it robs the resolution of the weight of a meaningful promise to myself. And it’s not just me. By the the second or third week of January, the ruins of broken and abandoned resolutions litter the landscapes of our lives.

So, here’s another question, that you might be asking at this stage?
‘Why are you writing a blogpost entitled “Gaming Resolutions 2025” then, Ronan?’
It’s a very good question, dear reader, and you deserve an answer. To answer, I’m going to examine my gaming resolution of 2024. It was, in fact, my only resolution. At the close of the year I had been working on a Resistance System game for a few months. It didn’t have a name but the idea was that players would play magic users in the modern era. They would form a party and work together to achieve certain goals for their secret magical society while also attempting to outdo each other in power, reputation and knowledge. The central mechanic was centred around sacrifice and I was going to design Fallouts appropriate to that. I’d come up with some classes, skills, domains, resistances and the idea for unique mechanics by December 2023. So, my resolution was to finish working on that game and move on to the next one. That was, pretty much, the death-knell of my work on that game. I think the last work I did on that was in April, 2024. And that work was token, cursory at best. One thing I know for certain is that that promise to myself was too big. The game was too big, the amount of work it demanded of me was too much and the prospect of doing it was a little too stressful.

So, instead, this year, I am going to commit to getting a bit better at certain things, instead of committing a lot of time and effort to complete a project I didn’t even really know how to start. And these are all things that I have been thinking about for some time, stuff I have wanted to implement for a while to improve my play and the games I am involved in. So, it doesn’t feel so arbitrary.

So, without further ado, here are my…

Gaming Resolutions 2025

  1. Make those stars sparkle and make those wishes come true: I was first exposed to Stars and Wishes this year when I took part in my first Open Hearth games. For the uninitiated, at the end of a session, a GM might ask their players for their Stars, i.e. stand out moments, moves, characters, players etc. and Wishes, in other words, what they would like to have seen happen in the session, what they wanted more of or less of or what they would like to see in future sessions. For a GM, this is an incredibly useful tool. It allows you to see what your players like and what they dislike. But, I find, too often, I don’t always re-integrate the stuff that came up in players’ Stars and Wishes. And I know, for certain, that when I do manage to apply what I learned from feedback, it has made my games better. So, how am I going to do this? I have an idea, that I literally just came up with, to create a spreadsheet to record each player’s Stars and each player’s Wishes from every session of every game. I’ll add in some columns to record potential ways to add more of the good stuff and ways to fix the problems that were revealed. Another column will summarise players’ reactions to the solutions. If it needs more tweaking, another column will detail that. I think this could be an invaluable tool to improve my games and will be there as a record so I don’t forget.
  2. Brighter stars, wiser wishes: Sticking with the Stars and Wishes theme, I’d like to get more useful feedback from it. One of Tables and Tales’ fantastic founding members, Shannen, used a few methods to get more valuable feedback from her players in a game earlier this year. She requested feedback through DMs on our Discord. Why? Well, most people are pretty nice, actually. They tend to not want to offend anyone or say something in front of a group that might embarrass somebody. So, if you take the process away from the table, they might be more likely to tell you what they really think in private. We were just discussing this last night and, along with that, we all agreed that Stars and Wishes in the Discord chat for the game is way more valuable than having people just tell you them at the end of a session, when players are often pushed for time, or before they have had a chance to think about it and provide something really useful. So, my second resolution is to get written and private Stars and Wishes from now on.
  3. Summaries in the chat: I don’t know why I don’t already do this for every game. It proved pretty useful in the Blade Runner game I ran earlier this year. In that one, I had a single document that I updated after each session so the players could easily keep track of what happened session by session. I always write up a summary after every session anyway, so taking the extra step to share it with the players is obvious really.
  4. Take bigger swings: As a player, it can be tempting to take the safe route. After all, you don’t want your precious little guy to get hurt, right? WRONG! I have decided that it is far more interesting if your character makes the decision to put themselves on the line to save a friend in dire need, or to make the foolish decision to prioritise monetary gain over their own safety or to just do something cool instead of something sensible. I don’t necessarily think this style works in every game (I’m thinking of our current game of the One Ring, for instance) but where it does fit, I think it’s far more rewarding.
  5. Get out of my comfort zone: I have a type; the gruff voiced, slightly grizzled veteran. That’s who I’m playing in two different ongoing campaigns right now and I am beginning to think I’m predictable. I don’t always play that, but it happens often enough that I can recognise it as a pattern. So, I have decided to make a conscious effort to play other types of characters. I am convinced it will lead to more fun and surprising experience for me and hopefully for my fellow players.

What about you, dear reader? Do you have any habits you want to break or strings you’d like to add to you role-playing bow? Let me know in the chat!

And finally, Happy New Year! Here’s to many more sessions and great experiences around the gaming table in 2025!

Games I Got to Play This Year Part 2

Wrap-up

It’s an end of year wrap-up. Everyone’s doing one. Check out the last post for the campaigns I have been playing in the last few months. This one’s for the one-shots.

One-shots

  1. Pirate Borg – the link above will take you to my post mortem on this one shot. It was a great time, in all honesty. My first foray into running any kind of Borg, and I was pleasantly surprised by how easy and instinctive every part of it was, even the ship-combat, which was new to everyone at the table. If you are interested in pirates, light cosmic horror, or just gnarly old school gaming in an alternate history version of our own 18th century, you’ll enjoy Pirate Borg in all likelihood. By the way, I also did a character creation post on this one.
  2. Troika! – Whalgravaak’s Warehouse – Ok, look, full disclosure, this is supposed to be a list of one-shots but this is technically more like a really spread out short campaign where we get together to play a one-shot of the same game every once in a while when we can all afford the time. Know what I mean? Anyway, in the first one-shot of these two consecutive one-shots, the PCs found two different ways into this warehouse, abandoned by its wizardly owner centuries previous. After crawling this “dungeon” for a bit, they made friends with a thin mutant, and their monkeys got to play with the worm-headed hounds that lived in a nest in the warehouse somewhere. They made short work of the Cacogen they’d been sent to murder and we wrapped up the session. In the second one-shot in this series of one-shots, three of the band decided to continue to explore, making more friends, this time with a large cadre of mercenaries who had been sent to deal with some cultists. They then set fire to some rope, captured some minuscule soldiers in gremlin-jars and climbed a mountain of onions. This is the kind of nonsense the PCs get up to in games of Troika to be honest. This is standard. If this sounds too gonzo or weird, you are in the wrong place. The Eternal City of Troika is not for you. You should probably try somewhere more normal. From my point of view, and, I think, that of the players, if you lean into the bonkers aspects of the setting and you are willing to go along with the more outré elements of the system (the random initiative mechanic stands out) you will probably have a very good time with this game. It’s great for one shots. Or two shots if that’s your thing. Might turn into three shots, actually.
  3. Honey Heist – this was another one of Isaac’s games. He ran it on a night when another game fell through. It was very last minute but we were still able to get a crew together. Jude, Tom and I rolled up some friggin’ bears with criminal backgrounds and went to do a heist at the biggest honey convention in the UK, in the NEC in Birmingham. We tried to do a TED talk, we disguised ourselves as massive bees and we crashed a van. You know, typical bear stuff. Another absolute belter of a one-shot, this one. It’s the definitive one-page RPG by Grant Howitt of Spire and Heart fame. Isaac and Tom had picked up the printed form of a bunch of these one-pagers at UKGE and Isaac had been looking for the opportunity to run one of them. This game was obviously made to create wild swings as you use either you Bear or Criminal stat and try to avoid going too far on the bear side or too far on the criminal side. This forces you to take risks and do stupid things to drive the heist forward or, more likely, sideways. Tom did a brilliant write-up of the session on their blog here.
  4. B.D.S.M. Below Dwelling Sewer Mutants – Yet another game run by Isaac at short notice. It is a mutie-eat-mutie game by Neonrot and you can get it here. The premise is pretty straight-forward. You are a mutant. You are probably unpleasant in some way. At the start, you have a mutation that may or may not be useful in certain situations. You can progress and grow by eating other mutants to gain new mutations along the way. If you like that idea, you’re in for a treat. I think it is probably a game that works best in one-shot play. We had fun with it and I think most tables will.
  5. Cthulhu Dark – Roadhouse Feast – I went into quite a lot of detail on this one in the post I linked above so I won’t go through it all again. Suffice it to say, I really enjoyed running the Cthulhu Dark game for the first time. The scenario itself was great but, to me, it is the simplicity and the ingenuity of the system that really shone. If you are into cosmic horror games and you haven’t tried Cthulhu Dark, you should give it a chance.
  6. Liminal_ – I promised a report on how this one-shot went some time ago and here it is. We had four players (known as the Disoriented) for this one-shot plus me as the the Architect. As I thought we would, rather than have the players play themselves in this Liminal Back-Room nightmare, I had them use the character generation tables in Death Match Island. This worked really well to come up with some distinctive, memorable characters quickly and with no fuss. They started off all in the same public building. Since one of them was a district attorney, we agreed it should be a court house. One of the others was there as a witness in a case and the other two were, in an unlikely turn of events, cousins who had been called for jury duty on the same jury. That is pretty much by-the-by, although it did come up in conversation later. Thy all stepped into a room together and found themselves in a building of nightmares. Now, you have to roll up the rooms as they open the doors. There are a couple of d100 tables in the book that are crammed with inventive and horrific room descriptions. The first door they opened led into some sort of creepy, dank cave system; the next into a mouldering bowling alley that was was canted at a 45 degree angle; the next opened onto the abandoned bridge of a ship, rocking in a dreadful storm and with a trail of blood leading off through one of the other doors. I made a mistake at the very start, where I allowed the players to open a couple of doors and then decide which one they would go through. The rules state that, if you open a door, you have to go through it. This felt a little restrictive to me, in a role-playing game, but we proceeded in this way and the players were good sports about it. As we progressed, rolling on the Room and Entity tables, it felt as though, at times, they really wanted to see what the hell was going to come next. Isaac said afterwards, that it felt a lot less subtle than he had thought it would and I have to agree with that. When you think of liminal space horror, it often is just empty corridors and abandoned hotels and the like. Sometimes a strange entity might make an appearance, but it’s the spaces themselves that are supposed to be innately creepy. Some of these rooms we rolled up on the tables felt that way, like the corridor with missing persons posters of the PCs on the walls but a lot of them were straight-up horror like the one with nurse-entity (I think?) chopping a guy up on a slab (it was ok, he was into it!) Also, I think this is something I would be careful with: when you roll a random entity, they sometimes don’t seem to fit, thematically, with the room that you just rolled up. I think it is ok to re-roll if that happens. I didn’t do that and once or twice, felt like they collided awkwardly. Now, these are nitpicks, really. In general, we had a good time with this, the players loved playing their pretty normal characters in these horrific scenarios, just running blindly from threat to dreadful threat. We used both the regular room table and the guest room table (the entries here were written by some industry luminaries like Johan Nohr and Tim Hutchings.) One of the best things about that experience for me was that I was just as surprised, horrified and disgusted as the players were! One of the challenges then, of course, was that it was my job to quickly read, interpret and present the room to the players without taking too long, stumbling over the words, reading them too much or generally fucking up. Unfortunately, we didn’t quite make it to the end of their mad dash through the back-rooms. The PCs still have a few squares of fatigue to be filled in. Hopefully we’ll be able to pick that up and finish it off someday.
  7. Mothership – Moonbase Blues I wish this wasn’t in the one-shot pile but heigh-ho. Sometimes your GM moves away and leaves your characters stuck on a moonbase that is probably trying to kill them. I mean, there was someone or something there trying to kill us. I was under no illusions that we were likely to all die out there, I just wanted to know how. Anyway, the one session we had of this game was great. Full props to Joel, our GM, for putting so much time and effort into he prep for it. He had a series of recordings that he played for us at key moments, he had handouts and provided us with cheat-sheets. It was a great experience. Also, I loved playing my character that I created in the post I linked above, Victoria Ibanez, the Corps’ finest. I’d love to get to play her again. Mothership is a great system with compelling mechanics and one of the best character creation experiences out there. If you need any more convincing, you should go and check out Quinns’ review of it.

Conclusion

So, that’s it. Those are all the one-shots that I got to play in the last few months. I didn’t get to play many of the games I wanted to, but I sure did have fun not playing them. Next year, I am continuing the theme of not playing the games I listed in that post by starting the year off with a one-shot of After the Mind, the World Again, a Disco Elysium-inspired, GMful mystery game and, Dragon Age, which, I have at least discussed at length on this very blog here and here. Honestly, I think it was useful to set out goals for the games I wanted to play. I may not have gotten to play any of them if I hadn’t done that. So I will continue to write about things I want to experience on the blog and see what happens.

I will be posting more intermittently as we come into the holiday period now. I will be travelling to visit friends and family a lot and won’t always have the chance to post as regularly as I would like. So, in case this is the last post before the end of the year, I wish you the very happiest Winter Solstice/Hogswatch/Western New Year.

BTW

Here are links for where to buy each of these games:
Pirate Borg
Troika!
Honey Heist
BDSM
Cthulhu Dark
Liminal_
Mothership

Games I Got to Play This Year Part 1

A game at the table is worth two on the shelf

So, in the last post we discovered that I had played only three of the ten games I had wanted to in the last five months of the year. But, as everyone knows, it’s not about the number of games you play, it’s about the quality of them and the fun you have while playing (even if the fun is terror or sorrow.)

In this post, I’m going to get into the games I actually took part in in the last few months instead (apart from those I wrote about in the last post.) There were actually quite a few, mainly one-shots and mainly GMed by Isaac of Lost Path Publishing. By the by, Isaac is blogging again on his own site, linked above. Go and read the words he writes.

Ongoing Campaigns

  1. D&D 5E – Spelljammer. I’ve written quite a bit about this campaign. I like to mess around with the rules and try new things to keep it fresh. Here’s a post about hexcrawling the Rock of Bral. Here’s one about using an engagement roll type mechanic to improve the dungeon experience. We have recently finished a major campaign arc and it looks like the crew is about ready to take off into Wildspace again. They’ve had an extended shore leave on the Rock. After a short hiatus through the holiday season, the next session we play will be number 30 and they have been on the Rock since session number 11…that was over a year ago in real time. One of my players recently dropped the timely hint that they did not want to end up stuck on the Rock of Bral for the rest of the campaign and that prompted me to get them spelljamming again. Listen to your players, GMs!
  2. D&D 5E – An Unexpected Wedding Invitation – Finished. My first foray into D&D as a player in many years was a murder mystery set at a wedding populated with beautiful and complicated NPCs. We had some issues with the use of 5E as a system for this one but we had a ball role-playing our characters. The link above will take you to my post-mortem of the game.
  3. Heart: The City Beneath – Home game, GM. Finished. Man, I miss this game already. The PCs all activated their Zenith Abilities in the last session and it was a thing of beauty. After 12 sessions of delving, the android they were searching for turned up in Terminus, and they discovered that he was a sort of proxy for the Heart. He was trying to make their Heart’s desire come true. But he was bound to do the same for another denizen of the City Beneath, The Drowned Queen, whom our heroes had trapped in the Grey in session 8. The Android freed her and released her into Terminus, which she quickly began to drown in salt water. The PCs realised she could drown, not only this one Landmark but both the City Beneath and the City Above as well, linked as it was to every line in the Vermissian network. And so the delvers combined their newly acquired Zenith abilities to defeat her, imprison her and ensure themselves a place in heaven afterwards. So satisfying.
  4. Black Sword Hack – Three of Blades. This is one of Isaac’s games. It is another long running campaign. I went into some detail about it in the post I linked above. Recently, it has been hard to find time to get together for more sessions of this. Can’t wait to get back into it. In the last few months, our group has discovered that if we recover three legendary weapons from the most unlikely of places (one of them is on the friggin’ moon, but that’s OK, because we nicked a spaceship/big sphere off a bunch of cultists a while ago) we can use them to defeat the Queen of the Dead. As players, however, we have realised that, if we want to advance, we have to complete more “stories,” or adventures, so pursuing these weapons has taken a back seat recently. Instead we had a moral crisis about killing a big ol’ wyvern, we dithered over how to rescue a town of people from the mercenaries we were, ostensibly, working for and we argued over how to deal with a native woman who was summoning harpies to murder the invaders who had killed her lover (apologies to Isaac if I am misremebering that one.) Isaac says we’re the ones inventing the ethical conundrums when all he does is lay out the situations, but I’m pretty sure he plans them that way.
  5. Blade Runner – Electric Dreams – Finished. The link will take you to the first post I wrote about this short campaign. I was enjoying it immensely at that time. Once we got to the end, I feel like it really shone, though. That last session had a proper climax. Both of the players found the ending satisfying and sort of unexpected and I found it fascinating to see how they dealt with everything the case file threw at them. It’s hard to go into specifics without spoilers here, so I won’t. Suffice it to say, the investigation took some twists in the best way. I wrote a bit more in this post, where I compared the experience of playing this game with the Unexpected Wedding Invitation. TLDR, I think Free League have done a great job creating an investigative game that is a lot more that just a cop simulator and that works significantly better than the 5E system for this sort of thing.

New Campaigns

  1. The One Ring – The Star of the Mist. I wrote briefly about this one in the post I linked above. It’s a shame that we have not played much more of it since that first session. Basically, unless it is not entirely clear from the long list of games in this post, we have been busy in Tables and Tales! Sometimes it is hard to schedule sessions around all the other sessions. Anyway, session 2 brought us very, very close to a TPK. We learned a few things about this game. Thing the first: it’s not like D&D 5E, your characters are tough, but they are not super heroes. Thing the second: some times you should run away when you keep getting knocked prone and you can’t seem to hit anything and you are surrounded by marsh zombies. Thing the third: use your head. We beat the zombies with brains instead of axes in the end, partly because Isaac, who also runs this game, was very generous to us. I think the next session, we’ll be a lot more circumspect about approaching encounters and I can’t wait to see how we get on.
  2. Mörk Borg – The Great Borgin’ Campaign. Isaac sure is running a lot of campaigns, isn’t he? The ones I have listed on this page aren’t even all of them, just the ones I’m in. This has been great fun. We have a regular every-second Wednesday game of Mörk Borg going now. It is a sort of a drop-in, drop-out game but the playership has actually remained fairly consistent. My character is a Sacrilegious Songbird, a class from the Heretic sourcebook. Coincidentally, that’s also where our first adventure was from. Merkari the Magnificent and his weird companions managed to survive Graven-Tosk, the sprawling graveyard setting of “Graves Left Wanting.” I loved this module. It was dark and filthy and involved some brilliantly shitty situations. I mean, we started the game by waking up in a charnel pit. Anyway, once we got out of there, we moved on and played through “Death Ziggurat.” This was a (mostly) hex-crawl that I found equal parts foul and hilarious. This was partly due to Isaac’s amazing character work and partly due to the non-stop comedy from the other players at the table who included friend of the blog and local Media Goblin, Tom, in one of their most brilliant roles yet. The wildly unhinged scatological, pyromaniac shit from Shannen and Jude has been an absolute delight too.

And I haven’t even gotten to the many one-shots I was part of in the last five months. If you have been hanging around the dice pool for a while, you have probably read about some of them, at least. But they deserve a proper review in this series as we approach the end of the year so tune in to the next post, dear reader.

Games I Wanted to Play this Year

Review

So, how have I done with that list from earlier in the year? At the time I wrote that, on the 28th July, I thought, Time-shmime! Who needs it?! Not me, that’s who. I’ll breeze through this entire list of ten frikkin’ games. But, of course, that was assuming a lot.

Assumptions

The first assumption that was happily crushed was that we had a smaller number of GMs willing to run sessions in our little community, Tables and Tales. Up until then, only three of us had run anything so I assumed that would continue. When a fourth and even fifth GM raised their hands to take the helm, I was delighted. That’s what I had always wanted in our space. From what I can see, if GMs were water, most RPG communities would be dying of thirst. Even in the much larger Open Hearth community, you tend to see the same dozen or so members announcing new games all the time, despite there being a membership in the hundreds. Given the size of Tables and Tales, five active GMs represents a pretty large percentage of our total player-base. On top of that we have had a couple of board game nights too. The long awaited and pretty fun Darkest Dungeon board game is, honestly, very close to the video game (actually, I’m told by friend of the blog, Media Goblin it’s closer to Darkest Dungeon 2 in rules) but also pretty close to an RPG so we gave it a go.

Assumption number 2: I have a pretty stable schedule, which meant that I could run games almost every night of the week if I had the wherewithal. And there were weeks there when I was playing, either as GM or player, in four or five sessions. Turns out that was not sustainable. For one thing, obviously, I started writing this blog, dear reader. Now, don’t get me wrong, I love doing this and it’s not like it takes that long, but if I want to blog, I need to do it in the evening (even though I am typing this on the train to work right now because its a busy week for me and my evenings are taken up with pre-Christmas socialising.) Between that and various other work and family commitments that came up, it was simply impossible to maintain that sort of schedule.

Reality

Even taking these points into account, I managed to play a lot of games in the last few months, just mostly not the ones I expected to. So, let’s have another look at that list:

GM

  • Tales from the Loop – Mascots and Murder – Short Campaign – Nope, didn’t happen. This one is still simmering away on that back-burner, ready for promotion to the front of the stove-top any time now. It had to be shelved to make way for other games and other GMs. Like I said earlier, I was perfectly happy to do it.
  • Dungeon Crawl Classics – individual modules – Haven’t managed to get any of these to the table yet, I’m afraid. But, I have a plan for this one. I have had to re-arrange my schedule a bit to allow it. Our local game shop, Replay, has been undergoing a big refurbishment in the last few months. Once it’s done, they will expand their number of gaming tables a lot and I am hoping to get in there on a Wednesday night to run some DCC Level 0 funnels. My preference would be to get some newbies to sign up for these sessions and hopefully gain some new members for Tables and Tales in the process. The new year will be the perfect time for this, I think.
  • More Troika! – one-shots – Achievement unlocked! Although, technically, it was more like two sessions of the same game, rather than multiple one-shots. I did a blogpost on it! We went to Whalgravaak’s Warehouse, one of the Location based adventures made for Troika. So far it has been very fun. It’s a dungeon crawl, there’s no doubt about that, but it’s a warehouse. And the rooms and creatures and general vibe are beautifully weird in the way only Troika can do it. So far, the PCs, a Monkey Monger, a Wizard Hunter and a Gremlin Catcher (there was also a Landsknecht who has since moved to Spain) have murdered the Cacogen they were sent there to murder, made friends with a thin mutant, captured entire detachments of microscopic soldiers in gremlin catching jars, discovered a desert other-world on top of the warehouse and, um, set fire to a load of old rope. Brilliant craic altogether.
  • Death Match Island – one-shot – You know what, I just completed a rewatch (maybe not “rewatch” since I never watched the entire thing in the first place) of Lost, the whole thing. All six seasons. All 5000 episodes. I think I was in mourning for the lost Death Match Island one-shot that should have been. This one was a scheduling issue. Those of you out there who play RPGs (and if you don’t and you’re here, welcome! You must be confused…) will be aware of the difficulties one often encounters in getting four or five adults together in the same room at the same time. Honestly, I am surprised this problem doesn’t come up more often in Tables and Tales. Anyway, having just finished that Lost marathon, I am 1000% ready to play this game. It’s not quite the same and it would definitely not run for 678 sessions like Lost would if it were an RPG but it has the same heart and the same mystery box feel to it. And I want that. That’s what I want.
  • The Wildsea – campaign – Just go read my blogpost on My First Dungeon’s campaign of the Wildsea. I desperately want to play this game. Honestly, whether I got to be a player or a Firefly, I would be excited. But, really? I’m not sure when I was going to fit this one in this year. Another campaign? Dunno what I was thinking.
  • DIE RPG – one-shot – I finished listening to the My First Dungeon Wildsea campaign and just started listening to the DIE one. They have a great episode that is mainly Kieron Gillon being effusive for an hour about his, admittedly very cool, game and I enjoyed it. But then I got into the Session Zero episode and I immediately wanted to play it. I want to run this for my friends and have them play real-world people with real-world problems working it all out it in a fucked-up fantasy world of their own creation as characters of their own creation. I really want it. Maybe next year.

Player

  • Old School Essentials – campaign I think – So this one has not happened yet. I think it is, at least partly, due to the fact that Isaac, of Lost Path Publishing has been running other shit like crazy in the last few months instead. I hope it wasn’t my OSE character creation post that put him off running the game (I’m pretty sure it wasn’t. I’d really be flattering myself to imagine I had that much influence on anyone.)
  • Heart: The City Beneath – Open Hearth campaign – Our GM, Mike, brought a whole bunch of us together (There were six PCs at the start) to hopefully save the landmark known as Nowhere from being consumed by the Heart. This was a real learning experience for me as it was only my second time as a player in the Resistance System (see the section on Magus, Pike and Drum below for my first experience.) I discovered that, if left to our own devices, players (for “players” read “Ronan” but not just “Ronan”) are apt to take the hand when there is no form of initiative to govern the order or frequency of actions in combat. It was a lesson learned early in the campaign due to one player’s proper and timely use of Stars and Wishes after the very first session. Saying that, I had a brilliant time playing my Incarnadine, Priest of the God of Debt, alongside a Heretic, a Cleaver, a Deep Apiarist, a Vermissian Knight and a Deadwalker. We often had opposing desires and drives, which made the role-play fun, and the GM came up with lots of weird and interesting situations, NPCs, enemies and locations for us. Forgotten-Frost-Remembered, my Aelfir Incarnadine, got to reach Tier 4 of the Heart and retire(!) at least in his head.
  • Call of CthulhuMasks of Nyarlathotep – campaign – Not really sure if this was anything other than wishful thinking when I wrote this, to be honest. This post explains that it was always going to be a long shot to get this campaign started again. But someday, I would love to get Grant Mitchell back on the trail of the mystery in this thoroughly classic campaign.
  • Magus, Pike and Drum – Playtest – This is Isaac again. He has a great basis for a Resistance System game set in the English Civil War that never was, and this is it. There were four of us gathered around the table for this playtest at the end of the summer. I genuinely had so much fun with it. Gráinne was my character. She was an Irish noble and she had some very fun abilities (some of them were a bit too fun with a few too restrictions, it was decided, as a result of this playtest.) What was important in the game is that we solved the mystery in very short order, after scaring the shit out of the mayor and not blowing up the town. But what’s really important is that we provided Isaac a lot of valuable feedback to feed back into his new game. Can’t wait to play this one again, hopefully in the near future. I hope to write a lot more about this game as it develops.

Conclusions

So there you go. Three out of ten. Not great. But! I experienced so many other games instead of the ones I didn’t get to in that post! And I got something out of all of them. I’ll tell you about them in the next post (or the one after if I don’t have time to write the rest of the week and just post some more old fiction on Sunday instead.)

Woodpaneled

Vintage RPG

Do you listen to the Vintage RPG podcast, dear reader? Do you follow VintageRPG on Instagram? If you are reading this blog, the chances are good that you do both of those things. But, in case you have somehow never come across it, the podcast is presented by Stu Horvath and John “Hambone” McGuire. On it the lads chat about lots of RPG related subjects. As the name implies, they do talk about older games, like Fighting Fantasy and Beyond the Supernatural, which, as a gamer of a certain vintage, I very much appreciate. But many of the most interesting episodes involve newer games like Swyvers. They often have fascinating interviews with game makers. Their conversation with Swyvers creators, Luke Gearing and David Hoskins, convinced me to back the project and I’m so glad I did!

And on Instagram, Stu posts at least five days a week with details of old modules, game systems, books, accessories etc. It’s the exact kind of nostalgia I can enjoy. I am of the general opinion that most types of nostalgia are just gateway drugs to the sort of opinions that lead many people to vote for tangerine demagogues. But, Stu is under no illusions. He takes a critical look at each of the products he features and calls it out when they are problematic, poor quality or just nasty.

The point is, Vintage RPG is a wonderful source for news on the RPG scene, historical gaming facts and deep delves and has acted as an outlet for game creators and enthusiasts to push themselves, their work and their passions.

Webring

So anyway, on their recent show, ostensibly about Eat the Reich, Stu and Hambone introduced their listeners to the Woodpaneled webring. For those of you who haven’t heard of this phenomenon, this is how Wikipedia defines a webring:

A webring (or web ring) is a collection of websites linked together in a circular structure, and usually organized around a specific theme, often educational or social

Woodpaneled

The Woodpaneled Webring was founded by Stu to help those participating in it to have an internet experience that is not entirely governed by the algorithms of social media companies or the advertisement driven peccadilloes of search engines. He put the call out on the show for artists, writers and designers with websites related in some way to a broad theme. Most of the sites that are part of the ring now are to do with RPGs or at least RPG-adjacent but some are more broadly about culture and art. Here is a link to the a short piece Stu wrote to explain why he started this thing. He explains it far better than I could, especially as I am pretty sure I have a very different relationship with wood panelling than he does!

Now, I don’t have much of a presence on social media. I have an Instagram account that I am fairly active on and I just started a Bluesky account @thedicepool.bsky.social which I have yet to even post on. I gave up on Facebook many years ago for the same reasons that I view nostalgia with suspicion, and I abandoned Twitter when the fash started to take over. Basically, the idea of a smaller, slower, less shouty and more contemplative internet appealed greatly to me. I thought this sounded like a perfect home for The Dice Pool, to be honest. So I contacted Stu to ask him about joining and he was so enthusiastic and sound about it! And so helpful. I am not terribly experienced when it comes to the technical side of running this website so I needed his assistance to jury-rig a solution to allow me to embed the Woodpaneled widget that you can see at the top of my main page (I am working on getting that to appear on every page. Like I said, I’m more of a tortoise than a hare when it comes to the backend stuff, but I’ll get there in the end.)

So, dear reader, I want to encourage you to go hit those “Next” and “Previous” buttons on the widget and have a dive into other sites on the webring. There are some fascinating and creative people involved!

Inevitable

Maneater, Arthurian Western Bestial Godsman

This is my new character for the Inevitable game I am starting this evening. I drew him with pencil on paper while one of the other players was creating his very cool Taleweaver character who tells a tale of how Maneater averted a war by channeling his god, the Beast.

Can’t wait to start playing!

Inspiration

Anniversary

Today is the first anniversary of my big brother’s passing. We interred his ashes in the local graveyard yesterday. It has been a tough week for my family and me. It’s been a tough year.

He died after a short but vicious illness that we could not have predicted. He was only 53 years old. His death came far, far too soon. And even during the years he had, much of his time was spent contending with the draining, exhausting illness known as M.E. But he had made his life so rich and so full in the short time he had that he has been an incredible inspiration to me, particularly over the last twelve months, but through all the years of his life as well.

Lorcan McNamee

Lorcan McNamee was a teacher first and foremost. Most of his working life he spent teaching languages; English, Spanish, Portuguese. He was a polyglot, obviously. Even at the time he died, he was working on learning French and German. But he taught other things too. Most notably, salsa! He taught salsa dancing to all comers in a church hall in our home town.

We, his family, stood for two hours greeting those who had come to grieve with us at his funeral. Many, many of the hundreds who came were his students or his former students, including his dance students and a host of people from Ukraine and many other parts of the world. And so many people from Spanish speaking countries who had been welcomed to our town and helped by Lorcan and the Sligo Spanish Society, which he was instrumental in organising.

I will be honest with you, dear reader, the sheer numbers and the obvious and genuine emotion expressed by these people was something of a shock to me. I knew, of course that he was an excellent teacher, that was not the shock. But I had known so little of the key part he played in the lives of so many through his involvement in all of these different activities, organisations and communities. To me, of course, he was just my big brother. He always would be that to me and always will and I think that prevented me from seeing all the rest. Additionally, he was never one to toot his own horn, except when it was beneficial to a cause. For instance when he led the charge to gain fuller rights and benefits from the government and unions for language tutors. Indeed, a representative of his union spoke at his funeral, reading a glowing tribute from the union’s president. Lorcan had told everyone about the fact that he would be protesting at Government Buildings and that he was interviewed for the news. Such pride I felt then, especially as someone also working in an education sector ravaged by real-terms cuts for decades.

The Front cover of A Year in Lisbon, by Lorcan McNamee

Lorcan was an author. He published two novels and several poems in collections over the years. You can find his novels, A Year in Lisbon and Be Do Go Have here. He had a blog, on which he liked to post things about media he had enjoyed or wanted to to talk about. Never would he be lost for something interesting to say about the latest movies he had seen and the books he had been reading. This man had a first class honours degree in English and three more degrees that he had picked up over the years so you know the blog is worth a read. We’re currently working on getting that back up and running. When we do, I’ll post a link to it here.

You might be starting to see a pattern now.

I think some of the connections are genetic. Both he and I love to travel, are crazy about all sorts of food, enjoy really good science fiction (Iain M Banks was a particular shared pleasure,) we’re both really bald. I was told by his neighbour yesterday that, if I just lost some weight, I would look just like him. All this is true. But why I am writing this post today is the effect he has had on me over the last few years.

This blog would not exist without Lorcan. I started it because I was looking for a creative outlet, mainly for me but for anyone else who might have an interest in the same things as me. That’s very much how Lorcan approached his blog.

I have written several books. I don’t think I would have done that if not for him, his encouragement and his example. I should probably get around to publishing them too… Still you can check at least one of them out here on this blog, serialised with a chapter coming out every few days. Lorcan self-published his books because he very much wanted to see his own work in print. I think it took a lot of guts to do that, have them printed, arrange his own launch parties (I was very proud to introduce him at a couple of those even though no-one knew who I was) and everything else that goes into it. And of course, to write them in the first place. I feel very close to him when I think about these things.

Most recently, after the funeral and the avalanche of grief and love from all of these people who had been brought together by my brother in different ways, who had been made into little communities and who came to learning and creativity because of him, I thought, I could try a bit of that. So, in the smallest way possible, I did.

I started off by joining the discord server of my local game shop here in Bangor, Replay. There, I started looking for players who might want to try out a new RPG. Because I’m not a salsa dancer, I’m a GM at heart. From that, five mostly strangers came together to play a few sessions of Spire in the wonderfully welcoming Replay store where they have lots of gaming tables that you can use for free. That was Tables and Tales in a proto-community form. Not long after that, friends of the blog, Isaac and Tommy, suggested that we set up a local TTRPG community and I leaped at the chance, knowing that that is what I had been wanting all along. I wanted to try to emulate my brother in that all important way; by connecting people and helping in some small way to bring them together to do a thing they love. We are still a relatively small group but have been growing bit by bit and I genuinely love to see it.

A photo of the front cover of City of Thieves, A Fighting Fantasy Adventure book by Ian Livingstone.

You know, it just occurred to me that I might owe Lorcan more when it comes to my RPG interests. He might even have been instrumental in getting me into RPGs in the first place. Probably the first game I played that had any RPG elements was City of Thieves, by Ian Livingstone, a Fighting Fantasy Gamebook from 1983. Of course, I nicked off Lorcan’s bookshelf, didn’t I?

I have not done my brother justice in this short post at all. He was far more amazing than my meagre powers are able to convey, I didn’t even mention that he was the most incredible uncle to our two nieces, that he was an accomplished translator, that he earned a Master’s Degree in Spanish Studies posthumously, that he was an art lover and the origin of all my best musical tastes, that he was a podcaster, that he was the first in our family to get a tattoo, that he will be missed forever by all of those who knew him and that the world is better for having had him in it.

Thanks for reading about my brother today, dear reader. Normal service will resume in the next post.

Non-standard Holidays

Celebrations

I’ve begun to realise recently that I would much prefer to celebrate a fictional or “made-up” holiday than a real one. At least a real western one. I have had to interrogate the reasons for that, of course. But, let me tell you, dear reader, it did not take me very long to hit upon the answers.

Religion is, naturally, the top reason. It’s been a long time since the church and I parted ways. We had a fundamental philosophical conflict that was irreconcilable. Anyway, as a result, I don’t feel I’m a part of the religious side of any of our really major holidays. Christmas and Easter are the ones I am thinking of but in Ireland, at least, there are plenty of other saints’ names attached to days throughout the year. Of course, I know that these holidays, and even some of the saints have been recycled from pagan ones by the church. Same with a lot of the traditions. I’m sure dominant religions have been doing that throughout history as a clever way to stamp their authority on a people or place. You can see it happening in real time to our big holidays too, of course, as they are co-opted by consumerism. The original meanings have become mixed up and diluted and lost. What even is the meaning of Christmas? (there’s a saccharine Christmas movie in there somewhere.)

The second reason is related to the first in that rampant consumerism is the focus of these big holidays that we tend to celebrate in the West. So, as diluted as the pagan purposes of the holidays have become, even the Christian meanings of more recent centuries have been co-opted by Black-Fridayism. These times, when families and communities come together, are often the most stressful and worrisome occasions for those struggling financially in the first place. It just doesn’t feel worth it…

So why not celebrate occasions where the meaning is as clear and sparkling as Caribbean waters, and as fun and uncomplicated as a Hobbit’s birthday party? And let’s not forget, themes worthy of really kick-ass RPGs.

Talk Like a Pirate Day

Those of you have been around a couple of weeks might remember that I made a character using Pirate Borg a while back. That was by way of familiarising myself with the game, the setting, the character classes and the general rules. And all of that was in the service of a Talk Like a Pirate Day one-shot on September 19th.

I was the GM for this game so I never ended up using Isabella “Butcher” Fernando, the buccaneer I created for that other post. However, we did have another buccaneer in the party, recently returned from hell, where the devil didn’t want her, was Eliza “Bad Omen” Rackham. She made an incredible entrance (her player was unavoidably detained so she appeared about an hour and a half into the action.) As though rising from Davy Jones’ Locker, she emerged from he water by the other characters’ little row-boat and hoisted herself into it by grabbing their oars, shocking her companions who all knew she was dead. Eliza was, surprisingly enough, the most normal member of this cursed crew. As well as “Bad Omen,” we had a couple of skeletons, one a swashbuckler and one a zealot, a vampiric rapscallion and, a mutant great old one from another reality who also happened to be a sorcerer with a taste for human flesh. So, I decided to skip any town-based interactions with NPCs and start them off in medias res, facing down a British naval vessel who wanted to kill or capture at least three members of the small crew. Raymond, our vampire took the role of captain, despite being disadvantaged by the glaring Caribbean sunlight, while Jolly Roger, the Great Old One Mutant and our skeletons, All Bones McKeown and Hector blasted off broadsides.

After they escaped that fight, we did a smash cut to them rowing ashore, greeting the resurrected Eliza and then to the carved door of a lost temple in the jungles of Black Coral Bay. That’s the island presented in the core Pirate Borg book as a place to start your adventures. I took three of the dungeons (Shrine of the Nameless Skull, Sanctum of Nameless Blood and the Lake of the Nameless One, which are all a part of the larger Temple of the Nameless One but are distinct nonetheless) described in the book and used those for the one-shot. It might seem counterintuitive to use three dungeons where one would have been more than enough for a one-shot, but, for the Pirates of the Caribbean type theme and for the satisfaction it would bring, I thought it was important. So, I did the first dungeon entirely in montage, finally describing how the PCs figured out the way through the temple door and let play begin there. For, the second dungeon I took out all but two main rooms, putting several major items and encounters into those rooms instead. The third dungeon, I left in its entirety and I’m glad I did because it had so many cool moments. These were topped off with a bunch of curses handed out by an ancient golden idol in the hold of a sunken Spanish galleon in an underground lake, the skeletons regaining their flesh, and All Bones McKeown being eaten by the giant Cthulhoid monster from the home-dimension of Jolly Roger. The survivors escaped through a maze of flooded underground tunnels and emerged into the creepy and atmospheric Black Coral Reef.

I loved it. It was a very good time and I think the players liked it too. One of them announced that they would happily play a full campaign of Pirate Borg, in fact. Their roleplaying was fantastic, because, as game designer and mutual on Instagram, sean_f_smith recently commented on one of my posts “everyone knows how to play a pirate.” I was worried about the strangeness of the PCs at the start, but the madcap elements introduced by their weirdo characters only heightened the atmosphere. Add in some pirate tunes and a few glasses of grog and we had a whale of a time. 10/10, might just go back to it before next Talk Like a Pirate Day.

Bilbo and Frodo’s Birthday

Did you know that it was Bilbo and Frodo’s birthday on September 22nd? The Bagginses of Bag End? Well, I didn’t. Not until the day before at least (although, I’m sure a younger me would have known it.) Anyway, I got in the Discord for Tables and Tales, our local TTRPG community and requested a Lord of the Rings flavoured game. It was incredibly short notice but our resident Tolkienite, Isaac of Lost Path Publishing did not shirk. He suggested a one-shot of a scenario that came in the core rules of The One Ring 2E from Free League. In no time at all we had swords, bows and axes being proferred in the comments and a full fellowship was formed.

In fact, we had five players and Isaac in total so it was a very fun table. We started off, on the night, with a spot of light character creation. Now, you need a bit of time for this in The One Ring. It’s not as time-consuming as D&D 5E character creation but it’s somewhat more involved, than say, Pirate Borg. Even then, with Pirate Borg, we had plenty of prep time and we had all met for a session 0 online a few days before so everyone had their characters ready to go. Since I had given Isaac only a single night to pull this together, (sorry Isaac) we had to include it in the session. By this point, we already knew this was going to take longer than one night to get through but we were all alright with that.

Actually, by the time we all had out characters ready we still had plenty of time to get into “the Star of the Mist.” The scenario began with our Player Heroes meeting Gandalf in the Prancing Pony! How my nerdy heart swooned! Isaac, producing an Oscar worthy performance as Ian McKellen as the old wizard, sent us off on a quest into southern Eriador where some folk had been going missing.

Our party consisted of two Dwarves of the Lonely Mountain, one of which was played by me. I said I was going to go full Nesbitt (as in Jimmy who played Bofur in the Hobbit movies) But I think I was more Belfast than that in the end. My guy is Frár, the Champion. The other dwarf is Berfa, a Treasure Hunter. We have a second Treasure Hunter, Porro, one of our two Hobbits. The second Hobbit is, Rollo, a Messenger and finally, our Barding, Dagstan, is a Warden. We set off into the wilds to find the source of the trouble and we managed to get a fair way into the scenario despite our time constraints. I don’t want to give anything away but it has Dwarves ruins, monsters in the water and a mysterious “she” who has so far remained unnamed. That’s a trio of Tolkien ticks right there.

As I said to the rest of the players, this session was special to me. It felt like the realisation of the dream of Tables and Tales; the ability to get a game together at a day’s notice for people to enjoy and to celebrate an important occasion, Bilbo’s onehundredandeleventh birthday!

I’m so looking forward to continuing this adventure. It had been a long time since any of us had played the system so there was a fair amount of scrabbling through the book for rules by all concerned. I feel like next time, we’ll know what we’re doing a lot better and, from recent experience, I find Free League games to pretty intuitive once you grasp the basics.

Other festivities

These are just the latest games played with a particular non-standard festival in mind. On May the Fourth, we played a Never Tell Me the Odds one-shot set during the events of Star Wars Episode Four, A New Hope. The PCs had to infiltrate the Death Star to rescue a certain Princess before the storm troopers got them, or indeed, before anyone else could rescue her!

Obviously, we are coming into the season for horror and spooky games as Halloween approaches. This is one holiday I can get behind. There are so many games that could suit this season that I am excited to start coming up with a few ideas.

How about you, dear reader, are there any occasions, events or holidays that you like to mark with a festive game? Let me know in the comments!