Showing posts with label Doctor Who. Show all posts
Showing posts with label Doctor Who. Show all posts

Sunday, October 26, 2025

Sidequest: Every TTRPG Played 41-50

Many, many moons ago, I started a series of blogposts listing every tabletop roleplaying game I've ever played - inspired by a post over where the skies are blue (BlueSky) by Kieron Gillen. 

I'm still trying to follow some sort of chronological order. If you want to catch up, you can find the previous posts here:

Every TTRPG I've Played 1-10

Every TTRPG I've Played 11-20

Every TTRPG I've Played 21-30

Every TTRPG I've Played 31-40

And so, onto 41-50...


41) Star Trek Adventures

The cover of first edition Star Trek Adventures by Modiphius

I wrote a long blogpost ages ago about my involvement in Star Trek Adventures. I'm a big Trek fan, and love everything it stands for. When Chris Birch at Modiphius mentioned to me that he'd secured a license that involved a five-year mission I was so excited to get involved. And involved I was. Chris had me developing the game system, how the game would look, suggesting the products, advising on art and graphics, even looking at how the minis were being developed. It was fantastic. I loved every second of working on that. It was just frustrating that I couldn't handle that and a job in retail at the same time. Something had to give, and I reluctantly backed away from Star Trek and faded back into working in retail full time... 

We playtested a bit of the Trek system when we were working on it, playing with my regular gaming group to see how combat and momentum worked. Good times!

42) Spire / Heart

Cover of Spire by Rowan, Rook, and Decard

This is another two-fer, as we played Spire with a lot of its companion game, Heart, involved. This was another huge revelation. The way the experience system worked, accomplishing specific goals to unlock new abilities. Really clever. And some of the themes and motivations were completely bonkers. There was a lot of exploring underground, some investigations into the Spire, and I just remember using my Zenith Ability, my final power that was so powerful it would kill my character. My strange knight's final act was to erase the concept of the Spire from existence. The tower, the elves, the ruling class that brought so much misery, all gone. Forgotten, as if they never existed. As you can imagine, that's where our game ended. I think one of the other characters used their Zenith ability too, for a truly epic finale. Awesome.

43) Aegean

Cover of the Aegean RPG by We-Evolve

This one kinda started as playtesting and we just kept going. Stoo was working on an RPG based on Ancient Greek mythology, and wanted to playtest it. It felt strangely like Runequest in its detail in combat, looking at the reach of weapons, and the usefulness of armour. However, his Aegean RPG incorporated a lot of cool and heroic abilities, as well as the influence of the gods. Top all of that off with some town building mechanics, and Aegean shaped up to be incredibly cool. We played a lot of games of Aegean – including using the game system to play mythic Vikings battling frost giants and elves, and a separate game in a more traditional fantasy setting. The system holds up brilliantly, and it's no surprise Stoo is using again for his next game.

44) WILD

Cover of the WILD RPG by We-Evolve

Another bit of playtesting I'm afraid. Well, you don't spend ten years working on a game and release it unplayed do you? WILD went through a lot of versions, starting off using Vortex like Doctor Who, then a different dice system, then Tarot cards in a variety of forms and styles. Without those playtests it would not have been playable. Thanks everyone.

45) Scum & Villainy / Coriolis

Cover of Scum and Villainy by Evil Hat Productions

This is another one that's a strange mash up of two games. Our regular GM wanted to run Coriolis, but didn't really gel with the game system. This was long before the new Coriolis that uses the Year Zero Engine. Instead, we used the Scum and Villainy ruleset, a game that uses the Blades in the Dark system, and kinda felt like Firefly but incorporated some of the locations and mythology of Coriolis. Again, it was awesome and epic, and it was great to experience the Blades in the Dark system, with its "succeed at a cost" element from PtbA. 

46) Changeling: The Lost

Cover of Changeling: The Lost by White Wolf

Considering I was a massive fan of the old World of Darkness, and loved Mage: The Ascension, it wasn't until well over a decade later that I tried the 'New World of Darkness' in a game of Changeling: The Lost. We played set in Victorian York, and I based my character heavily on Timothy Dalton's character from the TV series Penny Dreadful. It was great, and whimsical, and strange. Trains full of fey markets, and weird spider-ladies. Our knowledge resource was an owl. One of the characters could communicate with the dead, and we were trying to save kids from becoming abducted from the city's orphanage. 

When Covid hit and we were locked-down, playing online meant that the game became a roleplaying experience of going to cafes, sampling cakes and drinking tea, or going shopping, rather than progressing the plot – you know, all the things we couldn't do in reality! 

47) Action Potential

Cover of Action Potential RPG by We-Evolve

This was another bit of playtesting, back when Action Potential was in its early concept phase. Rhi had used the Forged in the Dark ruleset to create a cool RPG of being able to upload your consciousness into new 'sleeves', in a cool cyberpunk weirdness way, like Altered Carbon. We played characters sent to a space station to discover what had happened to the crew, only everyone was dead and — plot twist — the crew were our characters! We were playing backups of our consciousnesses uploaded into new bodies as our originals had been killed on the station.

Rhi worked with Debs to develop these cool character sheets where your sleeves had different stats that overlapped and you could switch them out as you changed sleeve. It was really cool, and well worth playing.

48) Hard Wired Island

Cover of Hard Wired Island by Weird Edge Games

I must admit, I'd not heard of this game before we started playing it, and it surprised me by being really cool. Again, very cyberpunk, and set on a space station that feels very much like what we thought cyberpunk would be in the 80s. I played a hard-boiled detective, like someone from Sin City, who teamed up with a synth and graffiti artist to try to stop thugs from targeting a pro-synthetic club. Was really cool, and I'm definitely going to look into the second edition when it Kickstarts. 

49) Doctors and Daleks

Cover of the Doctors and Daleks Player's Guide by Cubicle 7

Another strange one. I didn't think Doctor Who would work with 5e Dungeons & Dragons, but the team who worked on this absolutely nailed it. They captured the feel of the series, kept true to Doctor's ideals, and introduced some amazing new non-combat conflict rules to 5e, allowing you to defeat an enemy with wits and dialogue. I was on board for the project, bringing my Doctor Who roleplaying knowledge, and did a few playtests, but did play a little on a short actual play run by Zak, which was a blast (especially as I played Graham O'Brien and got to be confused and old, just like me). 

50) ALIEN


One of the tensest games I've played. So many stress-dice being rolled, so much running around panicking. I think, in true ALIEN fashion, all of the characters died, but we destroyed the ship with the xenomorphs in so they couldn't get onto another ship. Very cool, and very evocative of the source material. I'd be intrigued to see how a longer campaign would work, and really harks back to the old Odyssey game that I played waaaay back (see Number 18).

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That's it for this part. Maybe one more batch to go? 

Until next time, stay multi-classy!

Sunday, October 19, 2025

Sidequest: Every TTRPG Played 31-40

Many, many moons ago, when I wasn't distracted by work, conventions, and other goings on in life, I started a series of blogposts listing every tabletop roleplaying game I've ever played - inspired by a post over where the skies are blue (BlueSky) by Kieron Gillen. 

I've tried to list them in some sort of chronological order. If you want to catch up, you can find the previous posts here:

Every TTRPG I've Played 1-10

Every TTRPG I've Played 11-20

Every TTRPG I've Played 21-30

So, without further ado, let's move on to 31-40!!

31) Buffy The Vampire Slayer / Angel

Cover of Eden Studios's Buffy the Vampire Slayer RPG

Oh man, where to begin with this one. I was a MASSIVE Buffy fan, so when I started doing a little work for Eden Studios and they said they'd got the Buffy and Angel licenses, I was completely ecstatic. I did some editing assisting on the Slayer's Handbook and Monster Smackdown, and got really into rewatching episodes and trying to map out locations for the unreleased Welcome to Sunnydale. 

The Buffy RPG was brilliant, still is, and a real inspiration for many games I worked on. The way CJ Carella baked in the mechanic that you had to weaken the vampires before you attempted the staking move, made it feel like the series, having a cool fight before dusting them.

Still in my Top 5 RPGs of all time in my books.

32) Deadlands

Cover of classic Deadlands RPG by Pinnacle

Played a few games of Deadlands, and they were great fun. I played one of those magic-slinging types with the cards, and it was a really cool the way the game integrated using cards, poker chips, and dice. Really gave you a great feel like you're in the Old West. 

33) Terra Primate

Cover of Terra Primate by Eden Studios

While I'd been doing some editing and stuff for Buffy the Vampire Slayer and All Flesh Must Be Eaten, my first real writing and developing work was for Eden Studios again. I'd suggested some All Flesh Must Be Eaten supplements, but George suggested a helped out with a project they had been working on called Terra Primate. The text for the settings was all done, it just needed the rules plugging in and converting from AFMBE, and testing... Had to be play tested, of course!

I never realised there were so many options for 'Planet of the Apes' style games.

34) Farscape

The cover of the Farscape RPG from AEG

Ah, it was back in the days when D20 was an open license and everyone was making games using the D20 system. Again, if ever there was a game that shouldn't be D20, it was Farscape. Man, I love Farscape. It was a weird series... everyone kept telling me I should watch it, I tried the first episode when it aired and it didn't really do anything for me, but I caught the two-parter of the end of season one/start of season two, and wondered what I was missing. I immediately bought the DVDs, caught up, and was really hooked.

When AEG (back when they used to do RPGs) announced they were doing Farscape, and wanted playtesters, I signed up. I had pages of feedback for them... pages... and then the playtesting stopped, and we heard nothing more until the game came out. Haven't played it since those playtests, but it sits on my shelf as a reminder of what could have been. 

35) GURPS/Hellboy

Deluxe limited edition of the first Hellboy RPG, powered by GURPS

Back when we had the 'RPG Reading Group' at the bookstore I worked at, the first RPG of Hellboy appeared. I loved the comics, so was excited to check out the game. However, again, it was another licensed property that I thought had a game system that didn't work for it. I'm sure it was fine, but GURPS didn't do anything for me. Sorry. We did a session as part of the group, it was fun, but... that was it. Sits on my shelf with the other limited edition books and the Hellboy collection. 

36) Conspiracy X 2.0

Cover of Conspiracy X 2.0 from Eden Studios

I've mentioned so many times on this blog how I have always been obsessed with The X-Files, and I loved the first edition of Conspiracy X. However, the game system just didn't do it for me. I'm sorry. I know there were loads of First Edition Conspiracy X fans out there who were dedicated to the system, but it just felt odd that it was the only game that Eden produced that wasn't Unisystem. I pitched a conversion to George, and in a completely unhealthy way to deal with a loss in the family, I immersed myself in converting the game for a year. 

Once again, playtesting was the key here, and a few sessions playing through some of the classic ConX scenarios. One was incredibly helpful in fixing a rule or two if I remember correctly. Really cool.

37) Doctor Who: Adventures in Time & Space / The Roleplaying Game

Cover of the first edition box set of Doctor Who: Adventures in Time and Space by Cubicle 7 Games

I've talked about the Doctor Who RPG many times on my blog as well – how Chris Birch was in touch after Conspiracy X 2.0 came out, how we chatted about getting new people gaming, and how he knew people at the BBC. One thing lead to another and I developed the Doctor Who: Adventures in Time and Space RPG, which later became simply Doctor Who: The Roleplaying Game. 

Sounding a bit like a stuck record, this was playtesting again, making sure the game system worked. I ran a couple of tiny system tests, but the bulk of the playtesting game from the volunteer groups, and they helped shape it into the flexible game it is. 

38) Fiasco

Cover of Fiasco from Bully Pulpit Games

It's not all playtesting! We played a couple of one-shots of Fiasco as well with some friends. I can't remember too much about it — it was a scenario on a space station if I remember correctly. A murder mystery, may have involved aliens, certainly involved crawling around in air ducts. It's really interesting to play something quite so improv. It's quite freeing. Sometimes you need to try different games to experience new systems and ways of playing. 

39) Star Wars (Fantasy Flight Games)

Cover of the Force and Destiny Core Rulebook for FFG's Star Wars RPG

Yeah, I know, it has weird dice. But those weird dice produced some seriously epic moments. We played a lot of Star Wars – one campaign was a cool one where we played Padawan Jedi, during the Clone Wars and mid-mission, Order 66 happened and we had to go into hiding, start a resistance unit, join the rebellion, and take down as many of them as we could. There were some awesome moments, one involved riding a crashing Aethersprite then jumping off and landing on an AT-TE and lightsabering my way in. Of course, every time Vader turned up, we ran away. That was genuinely terrifying.

We also played games as troopers who switched sides, pirates, engineers, and smugglers. I can't remember a session of it that wasn't a complete blast. Our only gripe was we could do all these cool things, and do epic stunts, but when we had to jump over a gap we just kept failing. Typical!


40) Tales From The Loop / Things From The Flood / Mutant Year Zero

The cover of the Tales from the Loop RPG by Fria Ligan (Free League)

This one's really three-in-one, but it'll make sense. First of all, I have to state that I LOVE Tales From The Loop. Really cool, gorgeous art that inspired the game. Simple system on a minimal amount of pages. It just oozes weird sci-fi alternate 80s. I love the setting, really like the system, and then, to top it off, the campaign we played was flippin' epic.

We played as teenagers in the 80s in Great Yarmouth, close to the East Anglia Loop system. We discovered wacky time travel goings on, strange robots, and creatures as expected in a Loop game. And then, things progressed. We moved into the setting's sister game, Things From The Flood, as we grew up a bit and became older teens. Weirder things were happening at the Loop, and we failed to stop it happening. Something exploded, and the area was irradiated, and we moved the game into Mutant Year Zero. Setting up a sanctuary on the pier, we investigated what was happening, and faced the worst evil – my character's mother, mutated into a strange spider creature. We finally discovered what was at the heart of it all, and how to fix it, using weird occurrences in the Loop facility to time travel back to the 80s to prevent the disaster. We reset the timeline, and saved the county. 

Epic. 

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I think a couple more of these and I'll be up to date! Stay tuned, and stay multi-classy!

Saturday, April 26, 2025

Passion! (Turn to the Left)

 

The man, the myth, the legend that is, David Bowie

[No, that wasn't a typo. I'm paraphrasing one of the Bowie's song titles.]

I watch a lot of Youtube. I don't know if it's because I've a terribly short attention-span at the moment, but I do enjoy watching those talented crafters like Studson, Nerdforge, Bill Making Stuff and Dan Does. My wife watches all the videos about painting and art, and frequently I get videos appear in my recommendations about creativity. Inevitable I guess. 

One appeared on my feed recently by someone called Creative Codex, and it was about pursuing ambitious projects. The thumbnail used an image of that great combo of Davids - David Bowie and David Lynch. Of course, I had to watch...


The end of the video features of a clip of David Bowie's interview in 1997 about creativity. It focuses on a quote which I'm sure you've heard many times before - 

"If you feel safe in the area that you’re working in, you’re not working in the right area. Always go a little further into the water than you feel you’re capable of being in. Go a little bit out of your depth, and when you don’t feel that your feet are quite touching the bottom, you’re just about in the right place to do something exciting."

- David Bowie

And there was also the rest the video, where it discusses ambitious projects and some creators immersing themselves in a passion project that takes years to complete. It really got me thinking about these passion projects (hence the name of the post) and those times when I got completely and utterly absorbed in a project. When you'd need to keep a notebook close to the bed for those thoughts that surface just as you're falling asleep, or in your pocket for long journeys and your mind wanders and reveals a solution to one of your creative roadblocks. 

It got me thinking of times when I was completely immersed in a project that it completely took over everything I was doing. 

Drowning in Darkness


Cover for second printing
of Drowning in Darkness

Many years ago, we're talking mid-late 80's here, I wanted to write and draw comics. A friend of mine, Pete, decided to start publishing comics under the "Swampland" name, and my first comic, Drowning in Darkness completely consumed my life. It was a small, 32-page A4, comic. Sold a few copies. One comic review magazine called me the "Goth Hergé" which I was really chuffed with. It was a pretty basic story of an ex-government agent turned vigilante taking on vampires. Madness, I know, but I enjoyed it.

Pete wrote a massive sequel called Mirrors of Darkness that I started drawing and inking, but it kinda fizzled out about page 80-something. I also did the usual thing that creatives do, which was to go back and start re-making Drowning in Darkness with new art and an extended storyline. Never finished that one... I still have it all somewhere, though it's probably an embarrassing read. 




Ghostbusters: 'Spooky Science' and 'Back to Transylvania'

Very old illustration I did of me 
typing Ghostbusters adventures.

My two great passions in the late 80s were comics and roleplaying games, and after discovering the Ghostbusters Roleplaying Game by West End Games, I really wanted to write RPGs. More than that, I really wanted to write for the Ghostbusters RPG. This is back before the internet, so this involved writing a letter to West End Games (including 'international reply coupons' to cover return postage from the States to the UK), and waiting months. 

First it was a letter to see if they'd look at some stuff, and get the Release Form which allowed them to look at it without any legal problems (in case they were working on something similar already), and their writers guidelines. Then, days upon days sat over an electric typewriter drafting an adventure for Ghostbusters. 

They weren't great, and their movie-parody style was a little too close to some other major franchises, but the encouraging letter I got back from West End Games gave me the drive to keep going. I spent every spare moment writing those adventures, even doing stupid illustrations for them that they'd never be able to use. 


Missing

Covers for Issues 1, 4, and 2 of Missing

After going off to art school (sorry, University), my desire to write and draw comics was bubbling to the surface. Inspired by Twin Peaks, I became totally immersed in the world of Missing. Planned as a multi arc story over around 90 issues, it featured a wide cast of weird characters thrown together at a hotel on the border between Scotland and England, after England had become a US State, and after global warming had raised the water levels. 

There were multiple plots crossing over, featuring the kidnapping of the President's daughter, a bunch of 'Neuromatics' - surfing highwaymen who were holding up traffic heading for the border. There was murder, betrayal, intrigue, scandal, and more. It was even funded by the Prince's Youth Business Trust. My mind was filled with plot lines, characters, and plans for the future... but after I lost distribution after four issues due to low orders, I shelved the whole thing and haven't gone back to it. I have one complete set, but looking at it now I feel myself cringe a bit. Definitely a product of its time.  

Conspiracy X 2.0

Promotional image for Conspiracy X 2.0

After Missing went... well... missing... I was at a bit of a loss. I started thinking about my next big comic venture which was a post-apocalyptic comic of religion and divine-like alien beings influencing a strange cathedral... but it never went anywhere. I just kept reworking it over and over again. 

However, I'd continued roleplaying, and got talking to the lovely folk at Eden Studios (initially about a potential Conspiracy X comic) after a friend of mine told me I needed to read the Conspiracy X RPG, knowing I was a massive fan of The X-Files. I ended up helping with a number of their games like Terra Primate, Buffy the Vampire Slayer, and All Flesh Must Be Eaten. Conspiracy X was amazing, but it frustrated me that it wasn't the same game system as the other games produced by Eden that I'd worked on. 

I put together a pitch and met with George while he was in the UK at one of the last UK GenCon conventions to convince him to let me convert Conspiracy X to a new edition using Unisystem. 

The week after I signed the contract for four books which would adapt and convert most of the existing content into new concise volumes, my father died. I did the slightly unhealthy thing where I squirrelled myself away into our tiny office room, and buried myself deep in the world of Conspiracy X. I contacted American government agencies to ensure everything was up to date after the restructuring with the creation of the Department of Homeland Security. Pulling in previously unpublished material, I was left to just get on with it and piece together a brand new edition of the game. With the amazing editorial skills of Alex Jurkat, the core rulebook finally came out... and many years later, the remaining three books were released after successful Kickstarter campaigns. 

I may have gone a bit deep on that one, but not only did it produce a game I still love, but it helped during a particularly tough time. Unfortunately, one of the stretch goals for the fourth book (the Conspiracies Sourcebook) was to ensure development of the 'sequel' game called Extinction. Set after the Saurian aliens had returned to Earth and decimated the population, it was announced just as I'd lost my mother - rather depressing bookends for my Conspiracy X career - and I just wasn't in the headspace to work on a title that involved so much death and destruction. I'd hoped that someone would take over on Extinction, but I think the Conspiracies Sourcebook was the final Eden Studios release for the time being. 

Doctor Who: Adventures in Time and Space

Cover of the first edition of Doctor Who:
Adventures in Time and Space RPG

After Conspiracy X 2.0 was handed in (before the Kickstarters for the remaining books), I started talking to Chris Birch, Angus Abranson, and Dominic McDowall about how a good license could bring in a new generation of gamers. One thing lead to another, and we were pitching to the BBC for Doctor Who. Thanks to my day-job working in a bookstore with a Dalek, I'd been excited to see the series return in 2005, and by that two-part finale I knew that a Doctor Who RPG would be amazing. 

Once we had the license secured, I was in the strange position where I was kinda left to it. I recruited a few other writers I knew to help with adventures and some of the sections, but once again I immersed myself in the world(s) and trying to get the game to echo the feel of the series as much as possible. It was kinda weird... a few rounds of massive playtests, feedback incorporated, and then the text went off to Dom and Angus... and then it miraculously appeared in my inbox. A cool boxed set, multiple books, dice, cards. It felt amazing to see something go from pitch to product and hit the shelves. 




WILD: Wake Initiated Lucid Dreaming

Cover for WILD

With Doctor Who handed in, I worked on a few of the supplements before it became too big a beast (and an award winning beast at that) and Cubicle 7 grew to accommodate it. I was still working in my little retail job, but came out of the cinema after seeing Inception that opening weekend and my mind was buzzing with ideas. It was like someone had hooked up my brain to a Christopher Nolan's creative drive, and I just had to do something. And thus, WILD was born - Wake Initiated Lucid Dreaming, an RPG of dreamshare technology. That was 2010. Ten years later, Stoo told me to stop messing about and to actually get something finished for WILD, so that he could run a Kickstarter for it. 

Stoo was a legend, sorting the printing, commissioning the awesome cover art (above) by Qissus, and the Tarot art by Gareth Sleightholme who I've known longer than I'd like to admit to. Stoo ran the Kickstarter, fulfilled the shipments - let's face it, without Stoo chivvying me and getting the publishing side organised, WILD would never exist. 

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You know what all of these projects had in common (besides me), was that they were a cool challenge, and maybe a little over my head. But I had the love for the story or property that I wanted to see it through. 

At the moment, I'm just feeling burned out and unmotivated. I want to feel that drive, that passion (beep beep), that desire to completely immerse myself in something that it infiltrates my idle mind, sparking ideas. I miss that. Right now, my mind is like it's tuned to a dead channel and the white noise is drowning everything else out. 

Soon, though... soon. 

I'll finish with another of Bowie's quotes from that interview:

"Never play to the gallery… Always remember that the reason that you initially started working is that there was something inside yourself that you felt that if you could manifest in some way, you would understand more about yourself and how you coexist with the rest of society. I think it’s terribly dangerous for an artist to fulfill other people’s expectations — they generally produce their worst work when they do that."

- David Bowie




Monday, April 21, 2025

Sidequest: Every TTRPG played 11-20

Well, it's been one of those months again. In such a funk, and kinda down, that I can't really think of anything exciting to add to my blog. It's a good job I've got these ridiculous posts listing things to keep me moderately occupied, rather than just staring into the void. 

So, to continue from the previous post, Kieron Gillen inspired me to list every tabletop roleplaying game I've played. I did the first ten in sort-of chronological order starting with those first games I ever played. Lets see how bad my memory is as continuing the list from 11-20...

#11 - The Adventures of Indiana Jones RPG

Cover of TSR's Adventures of Indiana Jones game

I know, the much maligned Adventures of Indiana Jones RPG from TSR. I freakin' loved this game. Not as free and easy as you may think, involving lots of tables and weird slide-rule thingy, along with lots of cool cardstock miniatures and 3D models. I bought everything you could get for Indiana Jones, and I loved it. I even made a video about it last year. 


Loved it. Wish there was a new version so we can explore, adventure, and punch more Nazis. 

#12 - Warhammer Fantasy (1st Edition)

Cover of the old white box Warhammer RPG

Another game bought by one of our regular players wanting to run something different to AD&D. We should have realised it was going to be very different by the name - Warhammer: The Mass Combat Fantasy Role-Playing Game. It really was quick, brutal, and our characters died very, very quickly. I don't think we got many games in, but after the GM moved to the other side of the world, that boxed set now sits on my shelves.

#13 - Golden Heroes

Cover of the Golden Heroes RPG

Next on the list is possibly our first foray into superhero gaming. We didn't do an awful lot of supers stuff, and when we played Golden Heroes it was just after I'd read Watchmen so we played with powerless vigilante characters rather than having proper 'super powers'. It was pretty cool, but the superhero Odyssey game we played later was better - not because of the game, Golden Heroes is still great, but just because someone else was GMing rather than me and they did a better job. I'm sure it'll come up in a later post...

#14 - Paranoia


Cover of the West End Games Paranoia RPG, 
published as a hardcover in the UK by Games Workshop!

Next is something a little different. Wasn't sure what I was getting into when I started running Paranoia, but it was madness and we loved it. Played all the weird adventures from the time, like HIL-Sector Blues, and Clones in Space. Heck, I even bought those Citadel miniatures and did an awful job of painting them.

#15 - Twilight: 2000


Cover of the original edition of Twilight: 2000

It was the Eighties, and (as you'll see by another later entry) things were a bit tense when it came to international relations. Good thing we sorted that out after all these years! (sarcasm) But, yes, we had a go at Twilight:2000. I don't remember much of it, just creating some characters and wandering around the roads near Krakow. I don't think we played very much of it. 

#16 - Doctor Who The Roleplaying Game (FASA)


Cover of the FASA 2nd edition of the Doctor Who Roleplaying Game

Much like the old FASA Star Trek, we also played the FASA edition of the Doctor Who RPG. We were lucky to have a GM who was not only our Call of Cthulhu keeper, but also a massive Doctor Who fan who knew his stuff. Being a fan of the creepy Hinchcliffe and Holmes era of Tom Baker's run, he ensured the game played like a spooky Cthulhu adventure, with our resident Time Lord, the Collector, strangely absent most of the time (the player hardly ever turned up). 

#17 - Judge Dredd the Roleplaying Game (GW)


Cover of the original Dredd RPG

As mentioned in an earlier post, I'd been reading 2000AD since issue #2, the first appearance of Judge Dredd, and most of us in the gaming group read it to some extent. It was inevitable that we'd play the Dredd RPG. We played a handful of games, engaged in a Block War or two. I'd love to see a new edition soon - I must admit, I'd love to see a TV series done like The Rookie but only with MegaCity Judges...

#18 - Odyssey


Image from the movie ALIENS

Okay, home-brew time. This wasn't just your average home-brew, this was Pete's most epic RPG, taking up a chunky ring-binder of rules. Taking elements from RuneQuest and turning the volume up, Odyssey was Pete's generic RPG to work in any time and any genre. I remember he said "I've a murder mystery RPG to test" and we all joined in on this simple game of regular people who had won a prize to go on a cruise. We thought it was going to be a murder mystery, and then *RUG PULL* the ship sank and we were washed up on a desert island, with superpowers. Inspired by the old Elementals comic, we played the heck out of that. 

However, Odyssey really came into its own when we started using the system to play Colonial Marines in the ALIEN universe. The encumbrance system was genius, and I remember this frantic run for the drop ship and shedding my smart gun to speed up so we could escape the nuclear blast of the terraforming plant exploding. He also ran a brilliant game where one of the players was a villain, working to sabotage the plans for his own benefit. Lots of note passing to the GM, and it was only when combat started and the dice rolls started matching up did they realise who was shooting at them. Decades before Free League's game of marines and hidden agendas, Pete was doing it in the 80s. Brilliant stuff.

#19 - Ghostbusters


Cover of the legendary Ghostbusters RPG by West End Games

Here we come to one of my favourite games of all time - West End Games' Ghostbusters Roleplaying Game. You wouldn't believe how much I love this game. I've written at length about how reading this game made me want to be a game writer and designer. It's just a joy to read, brilliantly simple, and based on one of my favourite movies and franchises. How could I not love it? We played so much of this, so much that the Ghost on my Ghost-Die started to wear off. 

Again, I'd love to see a new Ghostbusters RPG - especially as the D6 system that powers it has returned recently in the Carbon Grey and Planet of the Apes RPGs. If anyone at Ghostcorps is listening, you know who to call. 

Here's a link to another video I made!! 



#20 - James Bond 007 Roleplaying Game

The Victory Games RPG of James Bond 007

Finally for this batch, here's another one of my favourite RPGs of all time. Victory Games' official James Bond 007 RPG. Amazing game, with some brilliant and revolutionary mechanics, and some of the most amazing presentation (especially for the adventures). Absolutely love this game. 

I'm going to sound like a stuck record, but again I'd love to see a new version of a Bond RPG (who knows, it may happen now the Amazon deal has happened - I'm keeping my fingers crossed that they honour such a legacy). And, again, here's a video I recorded if you want to check out what the game looks like. 


We played a heck of a lot of this too, and I ran a couple of the adventures multiple times for different groups, each with very different outcomes. Awesome.


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That's it for this batch. We're getting close to the 'break' I had from gaming, and I'm keeping track of games I've bought and not yet played, just in case I wanted to do a Sidequest of the Sidequest!! 

Until next time, stay multi-classy. 

Saturday, August 19, 2023

#RPGaDAY2023 - DAY NINETEEN: Favourite PUBLISHED adventure

 


On to Day Nineteen of #RPGaDAY2023, and we're asking about favourite published adventure. Back at the beginning of #RPGaDAY I narrowed it down to the rather cool For Your Eyes Only adventure for the James Bond 007 game by Victory Games, and the Judas Grail for second edition Kult. 

Has my opinion changed? They're still cool, but since then we've played the great adventures in Tales From The Loop (including Our Friends the Machines), we've done the excellent first Blade Runner adventure, and I've edited a great set of adventures (The Timeless Library, The Echo Chamber, and The Hermit's Lantern) for the Doctor Who Second Edition starter set. 


Friday, August 18, 2023

#RPGaDAY2023 - DAY EIGHTEEN: Favourite game SYSTEM


 It's Day Eighteen of #RPGaDAY2023 and the question is a tricky one - favourite game SYSTEM. When I answered it back at the beginning of #RPGaDAY I was incredibly cheeky and picked the flipping game system I designed, Vortex, as my favourite system.


I mean, how flipping rude. 

I guess you have to like your game system to work with it, and since that video it has evolved into a second edition that's even faster and easier to use. May not be everyone's cup of tea, but I like it, and have another couple of games in mind that I'd love to use it on, if I'm allowed (while I designed it, I don't have complete ownership of it). 

Second Edition was influenced by the eye opening simplicity of the Year Zero Engine. I read Tales from the Loop and was just amazed at how small the rules section is in the game, and how much fun the games were that we played in that setting. 


Sunday, December 26, 2021

2021 - A Year in the Rear View

Wow. Two months since my last post. 

I've been really neglecting the blog. Sorry! Well, not that I've had much excitement to post really over the last couple of months - busy working and stressing and working... But as it's coming up to the end of the year, I figured I may as well do my update along with a review of the year (such as it was).

2021 was really more of a continuation of the horror-show that 2020 was, starting the year in lockdown. A time I can safely say was tough on us all. Virus figures were high (though looking back on them now, when you see the figures over the last couple of weeks... jeez) and everyone was worried. I've been accused of worrying too much, and becoming paranoid about the virus, but hell, if I've learned anything from those post-apocalypse movies it's that you can't be too careful. 

Just as things were starting to improve, and things started opening up again, there was that impending worry that I'd have to go back to the outside world - to head back to retail and the stresses of interacting with the public. When luckily, I was saved...

April this year I left my job in retail after many, many, many years and went full-time writing tabletop roleplaying games, becoming a full-time Producer at Cubicle 7 Games, looking after the Doctor Who line. 

Of course, while my days were spent stooped over a computer working away on the Doctor Who RPG's Second Edition, my evenings were spent stooped over a computer working away on the WILD RPG.

We'd Kickstarted the initial book for the WILD RPG (Wake Initiated Lucid Dreaming) back in November, but it had been successful enough to expand and require a little more wordage - in addition to this, we were working closely with Gareth Sleightholme to get the art polished off for the cool Tarot cards that were designed to accompany the game.

By May, WILD was complete and released, and Stoo started the huge task of packaging up the books and cards to ship off to the backers. It's still available through Drivethru and Gamefound, just check out the WILD Website for more info.


The rest of the year? Well, we've continued our rewatch of the entire Marvel Cinematic Universe (in chronological order) - and we're just in the middle of Season 3 of Runaways, so there will be an update on that in the new year, but otherwise it's just been work, work, work...

Doctor Who has progressed nicely, with a great adventure (available for free) called The Einstein Engine, and there's the fantastic Starter Set as well. Everything's coming along nicely, with the Second Edition corebook and the Starter Set at the printers. All exciting!!

I'm working out what to go in a sequel volume for WILD (WILD Book 2 - Even Deeper) and more about dreams within dreams, and I've had this weird idea for a smaller book RPG...

You remember I have this thing about small books - I don't know why, but I had this idea for doing a set of small books, like the old classic SF game of the late 70s, but for a modern day magic game, like Harry Potter, The Magicians, or something similar. 

I'm still pondering about that. I got as far as creating a cover to inspire me (see right), and to remind me of how little we needed as teens in the old days to create years of adventure in pocket-money priced books.

But with the dayjob in writing, and doing an evening class, my time has been limited.



What has 2022 in store? 

Who knows? If the last two years have taught me anything, they have just reinforced my feeling that anything can happen, and it is foolish to plan too far in advance. I hope to continue in the dayjob, do more there, hopefully expand my range a little. I hope to do some more WILD, and maybe the magic thing, and there's my weird desire to write / illustrate my autobiography in a partly exaggerated and humorous way.

Above all, I just hope that things improve globally for everyone. 

So, until my next post, next year, take care of yourself and yours, stay safe, and always be kind.


Dave

Saturday, April 3, 2021

My God! What Have I Done?

 


This is a bit of a strange post, and not my normal sort of thing on this blog, but there's been a little news.

Today is officially my last day at my dayjob. As assistant manager of The Television and Movie Store. TVM opened in 2007, and while I wasn't there from the opening day (I had a week of notice to work at my previous job) I was there almost from the start. Blimey... Thirteen years (plus). 

It's one of those ultimate nerdy jobs. I got the position by answering an advert posted on the old Outpost Gallifrey message boards, and I sorta knew the boss from ordering from his company in my previous job at Ottakars. The shop itself is a former BBC Shop (remember when those were all over the country) and when we opened we really had very little stock, and about 80% of that was Doctor Who. 

Thirteen years later, and it has grown into an awesome geek-fest full of merchandise for everything from Marvel to Star Wars, with ranges from badges and pens up to Hot Toys. 



In the formative years of the shop we hosted signings with many actors from Doctor Who, including the legendary Tom Baker (a couple of times), Colin Baker, Sylvester McCoy, Sophie Aldred, Nicola Bryant, Nicholas Courtney, Deborah Watling, Peter Purves, Terry Molloy, and so many more. In fact, in a lot of cases when you look these fantastic actors up on Wikipedia, you'll find their photo has been taken at our store signing. We've had some of the cast of Torchwood, and even Red Dwarf, in store, signing for enthusiastic fans. This does mean that a lot of my collection of classic Doctor Who DVDs have been signed. Heck, I even managed to get Tom Baker (who was lovely at each signing, and an absolute star when it comes to talking to the fans) to sign my old FASA Doctor Who roleplaying game. 



Thirteen years. Of course, it wasn't the cool stock or the cool signings that made working there a pleasure. Luckily I had the most awesome staff with me at the shop. Over the years I've made some of the best friends I could ever hope to have there, and that's the part that is making this decision a tough one. I'm really going to miss them. On the plus-side, it's not like I'm going anywhere, and it's a shop! So at least I can go visit when I'm feeling up to leaving the house.

Why now? Why did I quit after all those years? Well, an opportunity arose (which will be revealed later) that I simply couldn't pass up. It's the culmination of a dream 35+ years in the making. From those first typed manuscripts hammered out on an old electric typewriter, photocopied and posted out, that dream has always been there. 

And now the chance to do it as a full-time job (from the safety of my own home) has come into view and I just had to go for it. Of course, now I'm filled with the doubt, the panic, being convinced that I'm not good enough, can't do it, and will be fired after my trial period only to go grovelling back to the shop with my head hanging low in defeat. 

It's also a particularly big relief for me as it means I don't have the massive stress of going back into the public at the shop during what is hopefully the end and recovery period of the pandemic. Seriously, the stress of being so close to people who just didn't care about the pandemic, coming into the store unmasked, putting my careful and concerned staff (and myself) at risk, was just getting to me. 

Anyway, Ostara is a time for new beginnings, of the light defeating the darkness. I hope this Easter is a new, and brighter, beginning for me.

Until next post, stay safe everyone. Take care of yourselves and each other.


Monday, December 21, 2020

Solstice Greetings and the End of 2020

 


This year freakin' sucked. It's traditional to do a blogpost at the end of the year to discuss what has happened over the last twelve months, and to be honest, it's going to be hard. 

It started badly, losing my beloved cat Marla in January. She really was the most important thing in our lives, and losing her so suddenly hit me really hard, and I'm still not (and probably never will be) over it. 

Then we had a bad case of the flu, I blacked out, and just a month after we'd recovered from that, the rest of the world went to hell as the pandemic swept across the globe. With governments lead by floppy-haired pillocks who wouldn't know common sense if it smacked them in the face, it got out of control. As I write this, the strain in the UK has mutated into an even more contagious disease that threatens to dominate the country. The rest of the world has put us in isolation and our green and pleasant land has become the next Children of Men. 

While we try to survive the last days of 2020, looking back there were some good moments. They were few, but they were there. My wife launched her awesome Etsy shop, where her hand-crafted and upcycled goth coolness has been really busy in the build up to Halloween and Christmas. 

Lockdown (1 and 2, with a 3rd on the horizon) meant I got to stay home and hide. In between therapy sessions for my worry and stress, I managed to finish off a massive project that'll possibly be announced sometime close to the Doctor Who New Year Special - Revolution of the Daleks (hmmm, I wonder what it could be?). 

I also managed to finish off an adventure for EN's Awfully Cheerful Engine, which will hopefully launch next year.

And, thanks to Stoo and 300+ Kickstarter backers, WILD has been funded and will see print around Easter next year too! Just have to finish off those extra bits that were unlocked as stretch goals. Thank you to everyone who backed it or shared it!

We just have to hope there's a next year. The way this year has treated us, there's still the chance of a zombie apocalypse or rogue asteroid to really finish of a really crappy year.


So, I'm signing off for the rest of the year. I'm hiding in my bunker (when I'm not stuck at the dayjob). 

Stay safe everyone.