Episode Transcript
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0:00
Have you seen me
0:02
dice back? The
0:04
Grognard files! Hello,
0:06
my name is
0:08
dirt the dice and
0:10
this is the
0:13
Grognard files podcast
0:16
where we taught Bobbins at
0:18
tabletop RPGs from back in
0:20
the day and today... and
0:22
coming live from my den
0:24
here in the hearts of
0:27
the Northwest of England. I'm
0:29
completely and utterly surrounded by
0:31
my stuff. I've just about
0:33
unpacked everything from Grogme, which
0:35
at the time of recording
0:37
took place last month in
0:40
January 2025. It was delayed
0:42
from November last year due
0:44
to the MTV Awards being
0:46
held in Manchester. It was a
0:48
great weekend and later in this
0:50
episode I'll be joined in the
0:53
zoom of role-playing rambling by our
0:55
resident rules lawyer Judge Blithe. So
0:57
we can have a post-mortem on
0:59
our experiences of what we played
1:01
and what we thought of the
1:03
time that we had. It always
1:05
goes far too quickly. Anyway, this
1:08
year, our guest of honour was
1:10
Paul Bodowski, who's been on the
1:12
podcast before, talking about paranoia. But
1:14
this time, we're catching up with
1:16
him after a few productive
1:18
years. Paul is an explosion
1:20
of ideas and gaming inspiration.
1:22
It was good to chat
1:24
to him on the Sunday
1:27
morning of grog meat about
1:29
his revival. of a little-play
1:31
game from Gary Gagax. His
1:33
experiences in play by mail
1:35
back in the day and
1:37
projects that have been developed
1:39
and released since we last
1:41
spoke. The D-sanction is a
1:43
great premise and it's one
1:45
of the many that are
1:47
in the Baldowski Brain Box.
1:49
Listen as we unlock some
1:52
of the delights within over
1:54
this Grogg pod. Ramblers! Let's
1:56
get rambling! Hello! My name's
1:58
Dirt the Days and this This is
2:00
the Groghnard Files podcast where we
2:02
talk Bobbins about tabletop RPG from
2:05
back in the day and today.
2:07
And I'm coming live from Fan
2:09
Boy 3 and I'm completely and
2:11
utterly surrounded by the Grob squad.
2:13
Hello Grob squad! And on my
2:16
left I have Paul Baldowski. Hello
2:18
there Paul. Hello there. And on
2:20
my right I have the ridiculous
2:22
homemade shrine to the actor Caroline
2:24
Monroe. Paul would you like to
2:27
give a tap to give a
2:29
tap. I absolutely would. Where
2:31
would you like me to
2:34
talk? That's up to you,
2:36
wherever you feel comfortable. Okay,
2:39
let's obviously the eternal champion.
2:41
She's appeared as herself. A
2:44
Rome manifestation. It was actually
2:46
the eternal champion's birthday last
2:49
Thursday. Ooh. And here is
2:51
a picture. on here that
2:53
my daughter did. Her daughter's
2:56
18 now, but when she
2:58
was four, we were obsessed
3:01
with Simbad, you know, the
3:03
Golden Voyage of Simbad. And
3:06
this is a drawing that
3:08
she did of Caroline. On
3:11
her birthday, we sent an
3:13
email to her and she
3:16
ordered the picture. You said,
3:18
maybe some days she can
3:21
come to a convention and
3:23
I'll sign it for her.
3:26
Ever the professional. Yeah. That'll
3:28
be 15 pounds. But I
3:31
think it's only right we
3:33
should think happy birthday to
3:36
the eternal champion. One, two,
3:38
three. Happy birthday to you.
3:41
Happy birthday to you. Happy
3:43
birthday. The eternal champion. Happy
3:46
birthday to you. Thank you.
3:48
We told you me in
3:51
that. So Paul, you've been
3:53
running games in Grugmey. How
3:55
has that gone for you?
3:58
It was really good. I
4:00
always consider Grobme an opportunity
4:03
to run the games that
4:05
never get run. Yes. And
4:08
yesterday was very much the
4:10
case at that. One was a
4:12
haven't run it despite owning it
4:14
for 40 years, which was
4:17
dangerous journeys. Gary Gagax's
4:19
last flaming hope which
4:21
ultimately burnt down to ashes.
4:24
Taking games designer workshop with
4:26
it. But that was entertaining,
4:28
an incredibly complex game. Tells
4:30
a bit more about the
4:33
history of that. So, because
4:35
I've heard people talk about
4:37
it. Yeah, that, does that,
4:40
is D&D, but everything me
4:42
named, is that a game?
4:44
Avoiding copyright infringement. Yeah, kind
4:46
of, I mean, by no
4:49
means a gaming historian, Gary
4:51
Gagax had his ties cut,
4:53
the bridges burn, bridges burn
4:55
the TSR, the legal. bodies
4:57
had leapt in and he
5:00
went and so Dangerous journeys.
5:02
I'm not sure it's necessarily
5:04
D&D re-imagined. The game itself,
5:06
the Mythus engine, was meant
5:08
to be like a generic
5:10
engine on which things could
5:13
be built. I think Dangerous
5:15
journeys overall was that that
5:17
was the idea behind it.
5:19
The first game he did was
5:21
that this effectively an alternate world
5:23
fantasy setting. and he'd written a
5:25
whole bunch of books for it.
5:28
There's a core book, there's a
5:30
magic book, there is one about
5:32
this alternate earth. Every time an
5:34
E is in the game it's
5:36
suddenly got an A in front
5:38
of it as well. So there's
5:40
Earth with an A in the
5:43
front and Egypt with an A
5:45
in the front. Whatever the term
5:47
for that particular character is. And
5:49
so there were like five books,
5:51
I think pretty much written. and
5:53
then TSR came along and said, oh, on
5:56
top of all the other things you can't
5:58
do, you can't do any fantasy game. that's
6:00
all part of the agreement. So
6:02
unfortunately the first game David's journeys
6:04
was exactly the thing he wasn't
6:07
allowed to do and they'd invested
6:09
all this money in and so
6:11
yeah it ultimately was kind
6:13
of his swan song unfortunately
6:15
it probably took game designer workshop
6:17
with it as well so and
6:20
what's it like to play is
6:22
it worth reviving because some of
6:24
these games that you put the
6:26
defibrillator on. You sometimes come away
6:28
with a headache and not much
6:31
enjoying this. You would, there would,
6:33
no, this is all headaches. Really?
6:35
What I ran yesterday was called
6:37
Mythos Prime, which is kind of
6:40
like the D&D to the A,
6:42
D&D, where the game uses the
6:44
same terminology. It doesn't use the
6:46
same numbers. in the background. So
6:49
if you run it as I
6:51
did, the adventure I was running
6:53
was written for the full fat
6:55
version of Dangerous Journeys. I was
6:58
using the skimmed milk version. You
7:00
have to actually work everything out,
7:02
like you know, stats are halved,
7:04
skills are 75%. It's not even,
7:06
yeah, it's not even just halving
7:09
everything, it's like formulas almost in
7:11
the background. Ignore this bit, ignore
7:13
this bit, ignore that bit, ignore
7:15
that bit, and... Yeah, but the
7:17
actual main version of it is just
7:20
really complicated. You know, you've got a
7:22
physical stat, but then you've got three
7:24
sub-stats, which are like capacity, and
7:26
I don't even remember what they
7:28
were, but you end up with,
7:30
you've got physical, spiritual, and mental,
7:32
and they've all got three sub-stats,
7:34
and then you don't have skills. You
7:36
have knowledge slash skills, and each of
7:39
them is broken down into something called
7:41
a steep, which I can't now even
7:43
remember. Study, teaching, education, something sounds
7:45
amazing it's that the book has got
7:48
a four-page glossary slash slash abbreviation section
7:50
at the end there was one page
7:52
of acronyms and and fundamentally as you
7:54
read them through it you're going no
7:57
Gary I know what you were writing
7:59
about it and then you chose
8:01
to give it a new name
8:03
because you were sidestepping it. So
8:05
it's horrific. I'm gonna run it
8:08
out a few more times this
8:10
year, but that's purely because I'm
8:12
a masochist, I think. And your
8:14
second game was a bit. Second
8:16
game was Savage World, which I
8:19
have owned for a little while,
8:21
read several times, but never run.
8:23
So I had to go. I
8:25
think it worked okay. You'd have
8:27
to talk to my players in
8:30
that respect, but that's just one
8:32
of the games where it's a
8:34
common. sort of game masters always
8:36
have something they fall back on
8:38
if they want to run something
8:41
and they'll use a core rule
8:43
system and savage worlds is one
8:45
of those examples but I've never
8:47
quite groct it in terms of
8:49
why it's a fallback for people
8:52
because it has always come across
8:54
as a little bit tactical crunchy
8:56
maybe it's got you know it's
8:58
got it's got measurements in it
9:01
and yeah lots of little subsistence
9:03
it's got a raft of modular
9:05
bits and pieces so even I
9:07
read the adventure I ran I
9:09
ran an adventure pre-written one yesterday
9:12
and there were several times during
9:14
it where it said like run
9:16
this as a dramatic encounter and
9:18
I'm going, what does that mean?
9:20
So yeah, that was another experience
9:23
and I'm going to run that
9:25
a few times this year and
9:27
sort of cross those firmly off
9:29
my list one way or another.
9:31
Yeah, as somebody does use savage
9:34
worlds as a kind of goal
9:36
to system. Yeah, it does take
9:38
a few run eggs I think
9:40
to get your head around it
9:42
and master it and feel confident
9:45
about it. The other bit... taking
9:47
it to conventions is a commitment.
9:49
Because so many bits? Yes. So
9:51
many bits are linked to it.
9:53
Yeah. Good. That's, that's good. I
9:56
was running a game set in
9:58
my game world of RACLAC created
10:00
with Blevy and Ed. When I
10:02
was 16, Postal Game. And I
10:04
know that you have got a
10:07
similar experience for PBMs. Yeah. You
10:09
run a PBM. So tell us
10:11
about that. I think I was
10:13
probably a little bit earlier, only
10:15
ever so slightly, maybe 14 or
10:18
15. Project. Yes. But to my
10:20
map, and I can't honestly remember
10:22
the name of the, it was
10:24
like a region of a larger
10:26
map, and it was a geography.
10:29
piece of geography homework I was
10:31
supposed to be doing. And this
10:33
piece of geography homework turned into
10:35
this map that effectively fills, I
10:38
don't even know what size it
10:40
works out, probably an A2 sort
10:42
of map. There's not quite that,
10:44
it's like several square pieces of
10:46
paper, all tapes, they were all
10:49
taped together. And the more I
10:51
drew, the more, it's got contours.
10:53
Oh wow, yeah, yes. I think
10:55
that got me extra, extra point
10:57
here. Actually, the key, the, on
11:00
the back of the map, my
11:02
geography teacher wrote how impressed he
11:04
was with the detail and gave
11:06
me five endeavors, which was like,
11:08
you would get, you'd normally get
11:11
one endeavor. It wasn't a guy
11:13
guys, was there? No, no. But
11:15
he, you'd get this little slip.
11:17
which showed you got an endeavor
11:19
or something. I got five endeavors
11:22
for this one map. But so
11:24
that map then became the basis
11:26
for what was called Darklands. So
11:28
that was, Darklands was the first
11:30
play by mail. And I cannot
11:33
for the life of me work
11:35
out why I started running it.
11:37
I think maybe. It was all
11:39
those classified ads in White Dwarf.
11:41
It was, you know, looking through
11:44
White Dwarf, not only were there
11:46
adverts, you know, full, full adverts
11:48
for these terribly professional sounding companies,
11:50
but there was the likes of
11:52
you and I in the classified
11:55
section. Yeah, and so I advertised,
11:57
yeah, would anyone like to play
11:59
the Starans? game might typed it
12:01
on the old manual
12:04
typewriter. It runs to about
12:06
50 pages of A4. I
12:08
think it grew over time.
12:10
So the more I ran
12:12
it, the more detail was
12:14
added. So players, people who
12:16
were playing it, would get
12:19
a copy of this rulebook.
12:21
and I dread to think
12:23
how little I probably charged
12:25
for it. It was probably
12:27
just to cover the photocopying
12:29
costs from going down the
12:31
library. Yeah. First one. And it
12:33
had, I mean, it probably had a
12:36
couple of dozen players. Wish. It's not
12:38
much, but it ran for, you know,
12:40
it ran for a few years. It
12:42
can take over your life. Yeah, because
12:44
I didn't type the responses, they were
12:47
all hundreds. Yes. And probably ran to
12:49
maybe a side or two of A4
12:51
of handwritten, sort of story. And I
12:53
don't know about your place, but there
12:55
were terribly keen, weren't they? So you
12:57
kind of get through a batch of
13:00
them. Send them off, I think, man,
13:02
for that next day, they'd be bad.
13:04
It never ends! Yeah, yeah, I
13:06
mean part of the contract
13:08
with the players was a
13:10
self-addressed, a stamp, a self-addressed
13:12
employee. You're not getting a
13:14
response from me. And I
13:16
think it was maybe just
13:18
like a pound or a
13:20
pound 50 or something. It
13:22
wasn't much per turn. And
13:24
it went up a little
13:26
bit over time, but yeah,
13:28
you're right. You mean expense
13:30
if I chose 10P? Yeah.
13:32
the technology did develop over
13:34
time I started using carbon paper
13:36
purely because otherwise I couldn't remember
13:39
what I'd already done I mean
13:41
it otherwise it ends up like
13:43
one of those you know sort
13:45
of ongoing narrative it would be
13:47
an ongoing narrative where I'd have
13:49
to remember what happened last year
13:52
or the year before because some of
13:54
the players did run the characters I
13:56
think the longest running one went to
13:58
about 40 or 52. Right, wow. But
14:01
during that time, I started then
14:03
running other games. So Darklands was
14:05
the first one, and there was
14:07
one rather imaginatively called Dark Hope,
14:09
which was a science fiction game.
14:12
To the Stars was like a
14:14
corporate cyberpunky, vaguely exploration game. And
14:16
then Nexus were a bunch of
14:18
like war games where I started
14:20
writing sort of like you you
14:22
have a civilization and you go
14:25
you need to develop your military
14:27
diplomatic and Whatever structure and so
14:29
yeah, I just got into this
14:31
This business of writing one game
14:33
after the other which seems to
14:36
have carried on to now in
14:38
his own way, but I'm not
14:40
quite as prolific as I probably
14:42
was when I was a teenager.
14:44
And did you retain, have you
14:46
still got all that stuff? I've
14:49
got a lot of the rulebooks,
14:51
yeah. I would have bought them
14:53
in, but... I have this vision
14:55
that some of them now need
14:57
the repair shop to get the
15:00
conservator into, you know, you know,
15:02
strengthen up some of the, so
15:04
the paper. So like I still
15:06
have the original Dark Planets book,
15:08
which I note, as I said,
15:10
it definitely was modular because you
15:13
can see where I used a
15:15
different paper to add elements to
15:17
it and then the whole thing
15:19
was taken to a photocop here
15:21
and I just copy it off.
15:24
But yeah I have a lot
15:26
of it. So I've revived my
15:28
game world. Are you tempted to
15:30
bring yours back to life? No?
15:32
I mean there's potential to maybe
15:34
use the map probably as the
15:37
basis for drawing a new map
15:39
but I think it was... I
15:41
think as a storytelling experience, it
15:43
was very, it was very reactive,
15:45
which is probably why it grew
15:48
as well. So bouncing off, it
15:50
was interesting to bounce off all
15:52
these players in each of them
15:54
would bring their own character to
15:56
it, their personality to it, their
15:58
ideas. I would take elements of
16:01
that and sort of bind them
16:03
into the world. There is a
16:05
lot of world building in there,
16:07
but probably, I don't think I'd
16:09
necessarily want to revisit you. I
16:12
know that you're a prolific reader
16:14
and do lots of research. When
16:16
I look at the diss sanction,
16:18
I remember that you used to
16:20
send images of piles of books
16:23
that you were using as research.
16:25
So would you start on something
16:27
like that and how do you
16:29
get that inspiration from history?
16:31
I think I fooled you.
16:33
I'm a prolific buyer of
16:36
books. Oh yeah. My assumption
16:38
is that I can absorb
16:41
some of the knowledge purely
16:43
by sitting closely. But
16:45
normally I am in my
16:47
opinion a really slow reader.
16:49
So I will, but what
16:51
I will normally do is
16:53
there will be something that
16:55
triggers, there will be a
16:57
trigger point, a catalyst, an
16:59
idea, I will have read
17:01
something in one book and
17:03
I will try and research
17:05
around it. And oddly as it
17:08
might seem, it's odd to buy them.
17:10
It's a bit like the experience of
17:12
going into a bookshop and buying a
17:15
horrible history's book seems a bit odd,
17:17
but it's normally a good place to
17:19
start because if you start with like
17:21
a horrible history, you're going to do
17:24
historical gaming, it's either that or a
17:26
girl supplement, so you know where you're
17:28
going to go. It's useful to start
17:31
small and just sort of build out
17:33
from it. So, you know, whatever the
17:35
case, like recently doing a supplement. which
17:38
was based in early Victorian periods,
17:40
was exactly that sort of situation.
17:42
Each person will have a certain
17:45
amount of history that they know,
17:47
or a think they know, but
17:49
I find it useful to go
17:52
to literally a almost horrible histories
17:54
or a child, a school level
17:56
sort of textbook, because they're, you
17:59
know, the. not only the simplification
18:01
but you'll have a lot of
18:03
information crammed into small sections so
18:05
you can just pick out where
18:07
where everything was what the state
18:09
of technology and so forth was
18:12
and then just build out from
18:14
there because otherwise you end up
18:16
with stacks and stacks of books which
18:18
you never ever read. She talked about
18:20
a spark so what was the spark
18:23
for the desanction and for those who
18:25
don't know desanction or just
18:27
what's the pitch for that? So the
18:29
pitch for the desection is, it is,
18:31
it's our world, but the common fears,
18:34
concerns, and sort of outcry about
18:36
the ideas of the supernatural and
18:38
magic, which at the time would
18:40
have been an excuse to say,
18:42
you know, something's gone wrong, will
18:44
blame it on magic and the
18:47
person in the village that we
18:49
don't like, which unfortunately went all
18:51
the way up to the court
18:53
level, you know, the queen and
18:55
the courtiers would have, would potentially
18:57
have had these... thoughts as well.
18:59
The idea is that magic does
19:01
exist, but it has up until
19:04
King Henry VIII, it's been held
19:06
in check by the faith and
19:08
the belief of the population, and
19:10
then Henry knocks all the monasteries
19:12
down effectively to sort
19:14
of rampages across the country,
19:16
takes all the treasure, kicks
19:18
out all the monks and
19:20
the other people in these
19:23
places, and it weakens the
19:25
other people in these places,
19:27
and it weakens the... the
19:29
sort of fabric of our
19:31
reality allowing bad things to
19:33
creep through. And so John
19:35
D, who is the Queen's
19:37
advisor, alchemist, astrologer and all
19:39
sorts of general polymath in
19:41
the game, convinces her that
19:44
there is a need to
19:46
protect the newfound British Empire.
19:48
And so at the time,
19:50
you would basically, there was,
19:52
there were a bunch of
19:54
acts of parliament which said,
19:56
if you use magic, you'll
19:58
be punished, often tortured. sometimes
20:00
killed. And D says, no, why kill?
20:02
Why kill people? We can use them
20:04
as our tools. So within the game,
20:06
players are those tools. They are agents
20:08
of D who participate in something called
20:10
the D sanction, which is a adjustment
20:12
to the 1563 or 4. I trip
20:15
over this one. Act of against witchcraft
20:17
enchantment and conjuration, which basically said if
20:19
you use magic, you will be potentially.
20:21
kills. So the desanction is an adjustment
20:23
to that act. And that was only
20:25
repealed in the 50s wasn't it? All
20:27
sorts of things haven't been repealed. Yeah,
20:29
yeah, yeah, yeah. It got adjusted a
20:31
bunch of times just in the 1500s.
20:33
Yeah, a bit like Denver journeys. Yeah.
20:35
So yeah, so that's the idea upon
20:37
the game. The adventures. Part of the
20:39
thing I pick up decent. This is
20:41
an admission from me. Pick up a
20:43
desanction. and I don't really know where
20:45
to start. You know, I sometimes can
20:47
quickly jot down some ideas for adventure.
20:49
So what could the players do? Where
20:51
do you suggest to the start? I've
20:53
got my horrible histories. Where do I
20:55
go? What kind of things can the
20:57
players do? Your last question actually was
20:59
about the spark of it. Yeah. And
21:01
so normally, bizarrely enough for a desanction,
21:03
generally I think the spark was the
21:05
name. I don't know why it came
21:07
into my head. Yeah, yeah, but it
21:09
seemed like an interesting name for a
21:11
game. I don't know why it came
21:13
into my head. I think I must
21:15
have been reading about the D for
21:17
some reason, but that actually is also
21:19
where you should start, I think, as
21:21
a potential game master, is if you
21:23
simply pick up, whether it's probably a
21:25
book along from the horrible histories or
21:27
looking at the Elizabethan court or John
21:29
D as an individual, the court. of
21:31
Queen Elizabeth full of chances and
21:33
D was kind of
21:36
one of them
21:38
saying, I can turn
21:40
lead into gold
21:42
or I can do
21:44
something like that.
21:46
And they would say,
21:48
but I can
21:50
only do it if
21:52
you give me
21:54
10 ,000 pounds. And
21:56
then what they actually
21:58
tended to do
22:00
is then go off,
22:02
buy some gold.
22:04
So the next time
22:06
they went to
22:08
court, they said, look,
22:10
I've made gold.
22:12
Yeah. Can you give
22:14
me another 10 ,000
22:16
pounds? If you
22:18
look at the kind
22:20
of cons that
22:22
people were getting up
22:24
to or the
22:26
basis for the cons that
22:28
they were pursuing, some of them
22:30
would genuinely believe a little element
22:32
of what they were doing. Because
22:35
otherwise they couldn't come across as
22:37
honest or truthful. Looking at what
22:39
they believed, the little elements of
22:41
it. One of the adventures for
22:43
the desanction was sparked by the
22:45
fact I read that
22:47
there was a belief that
22:50
the soul was embedded
22:52
in the fingernails and yes,
22:54
somehow the fingernails were a
22:56
reflection of your soul. And
22:58
I just started reading around
23:00
it and looking what other
23:02
elements, why was this a
23:04
belief? This was something tied
23:06
up probably in some religious
23:08
text that made a reference
23:10
to something. And you just
23:12
then allow yourself to rabbit
23:14
hole to spiral around the
23:16
subject. Another
23:18
good source is Wikipedia
23:21
and the like. If only
23:23
because if you start
23:25
reading around the subject, you'll
23:27
inevitably find something you trip
23:29
over, rabbit hole into and
23:32
then start, you know, your
23:34
tumble down into one page
23:36
after another of weird and
23:38
wonderful theories and historical notes
23:40
and things like that. So
23:42
I've got to look out for chances
23:44
getting government contracts. Yes.
23:46
Yes. Yep. Effectively.
23:48
Okay. I have to
23:50
look for some inspiration for that. You've
23:53
now taken the rule set because just
23:55
to talk about the rule set, yeah, made
23:58
that generically available. applicable
24:00
to different settings. So, how
24:02
do you sanction work and
24:04
what would you say the
24:06
three highlights of the rules?
24:08
Judge Baldowskin. Oh dear, what
24:10
pressure? So, to give you
24:12
a little tiny bit of
24:15
background on de -sanction as an
24:17
idea came to me in
24:19
2014. And
24:21
I spent about
24:23
six years after that running
24:26
a lot of adventures without actually
24:28
having a firm rule set.
24:30
So, at one point it used
24:33
tokens and cards and it
24:35
had various, there were variations on
24:37
it that meant that, I
24:39
think one session I ran at
24:41
a con, I actually
24:43
gave up on the rules and just
24:45
ran the adventure on the fly with like
24:48
just rolling a die for like a
24:50
50 -50 chance of success on things. Although,
24:52
actually I might be even full gone the
24:54
die. When I was
24:56
later on, when I was
24:58
thinking more about the
25:00
system, one thing I find
25:02
quite interesting when I'm
25:04
looking at systems is working
25:06
out the sort of the
25:09
most basic way of creating
25:11
the same experience. So, you
25:13
know, if we go back
25:15
to dangerous journeys, for example,
25:17
when you create a character,
25:19
most of their skills are around
25:21
the 50 % mark and yet
25:23
Gary Gygax threw a D100 into it,
25:25
a whole bunch of modifiers for
25:27
what was effectively a 50 -50
25:29
chance of success. And I think
25:31
what I looked at and decided
25:33
on was, well, isn't a really simple
25:35
way of doing that, almost
25:37
flipping a coin or a four
25:40
-sided die? Or yeah, and in
25:42
that case, why not just
25:44
roll a four -sided die? Why, what
25:47
nuance are you expecting to find
25:49
in rolling D100 if ultimately
25:51
it's just 50 -50? And so,
25:53
at the heart of the system,
25:56
it is the idea was
25:58
if you throw a 50 -50. on a
26:00
D4, there's a one, one and a
26:02
two is a fail, three and a
26:04
four is a success. If you then
26:06
step it up and you're slightly more
26:08
skillful, you roll a D6 and the
26:10
one and the two is still your
26:12
failure. And so the big of the
26:15
die, you're just slowly incrementing above the
26:17
50 and the 60 and then 70,
26:19
18 and so forth. Weirdly enough, that's
26:21
the core of the system. The idea
26:23
is that most people have a 50-50
26:25
chance to success at the things that
26:27
they're okay at, because again, if you
26:29
look at character sheets for lots of
26:31
games, I'm sure you can think of
26:33
some character sheets for certain games where
26:35
you sit there, you have lots of
26:37
skills which are moderately okay, and then
26:39
you end up with a bunch of
26:41
points at the end that you just...
26:44
assigned to a few random skills on
26:46
the chance that you, you know, maybe
26:48
one day you're going to need anthropology.
26:50
So let's throw three points of skill
26:52
into it. Maybe we'll roll it. And
26:54
it felt like that was a bit
26:56
of an odd way to create a
26:58
character. So the sanctioned system uses the
27:00
approach that you're only the most key
27:02
skills of the ones that make you
27:04
shine as a as a character. And
27:06
so when it comes to a... a
27:08
challenge, a situation where you have to
27:10
step up and do something to move
27:13
the story along. Those are the elements
27:15
that your character actually comes to the
27:17
fore. And you make, you, so you
27:19
will only have a very small number
27:21
of skills written down. The rest of
27:23
them are those ones which on your...
27:25
game, another game, your character sheet would
27:27
have a few points in. The ones
27:29
that we're interested in, the ones where
27:31
you actually put the 50 or 60
27:33
or 70 percent, it means that the
27:35
character generation process is far more straightforward.
27:37
You just choose the one of the
27:39
three things you're really good at. Within
27:42
the system itself, I use tables which
27:44
create a very simple life path. So
27:46
it's almost what did you used to
27:48
do, what changed, and what hobby do
27:50
you do? have, for
27:52
example, and you just
27:54
roll on these
27:56
tables and it offers
27:58
you a selection
28:00
of skills to choose
28:02
from and you
28:04
choose three out of
28:06
that. And that's
28:08
what shows your character, what's
28:11
what your character's good at and why
28:13
they're good at it because of what brought
28:15
them into the situation they're in
28:17
now. The bits that stand
28:19
out for me for the system
28:21
are it's the focus on
28:24
the characters. It's the fact
28:26
that because the characters each
28:28
have a things that they are
28:30
good at and can shine at
28:32
and which kind of automatically gives
28:34
the players a bit of a
28:36
spotlight because they will be probably
28:38
the only people who have a
28:41
skill that relates to the situation.
28:43
There's a simplicity to it. You
28:45
can create characters very quickly. As
28:47
a gamer, I haven't very
28:49
rarely played a game long enough
28:51
to be that concerned about the
28:53
legacy of a character and worrying
28:56
about reaching 20th level or whatever.
28:58
And so for me, having characters
29:00
that can just shine in the
29:02
moment are easy to create. That's
29:04
important to me at least. And
29:06
it means also as a GM
29:09
at conventions, it's a lot easier
29:11
to be able to bring the
29:13
game to the table because you
29:15
can create the characters there and
29:17
then rather than pre -gening, having that
29:19
pre -generated character, you can bring blank
29:22
character sheets and five minutes later
29:24
you've got a character on the table.
29:26
Third thing that stands out. But
29:32
you subtitle it, a
29:34
challenge led game. So
29:37
what do you mean by
29:39
that? So it connects into that
29:41
opportunity for characters to shine
29:43
in the moment. The fact that
29:45
it is those skills are
29:47
what makes your character stand out.
29:49
And so the challenges that
29:51
they come up against, each person
29:54
is sort of defined by
29:56
their opportunities to meet those challenges.
30:00
and you've produced some settings for
30:02
it, you know. So do you
30:04
want to just run through a
30:06
couple of those? Yeah. I mean,
30:09
this is probably where the... the
30:11
the PBM side of things comes
30:13
in that notion of creating so
30:16
many games it for me sanctions
30:18
an opportunity for my my wayward
30:20
brain to be able to create
30:22
lots of material on lots of
30:25
different things without too much focus
30:27
so amongst the settings so far
30:29
there is for example the one
30:32
I mentioned before is Victorian game
30:34
in the midst of shades which
30:36
basically takes the Victorian era and
30:39
turns it on its head. Victoria,
30:41
lots of people believe in ghosts.
30:43
There's this sort of view, it's
30:45
a romantic view of the media,
30:48
you know, people gathered around the
30:50
table that the medium reaching out
30:52
to the spirit world and in
30:55
the midst of shades, it's the
30:57
opposite way around. Nobody believes in
30:59
ghosts, but they are very much
31:02
real and only the characters and
31:04
a few others are actually... aware
31:06
that they exist and it leads
31:08
them into a situation where they
31:11
are battling against these spirits that
31:13
are nom. by no means at
31:15
rest and have to be dealt
31:18
with but the people around them
31:20
can't see the ghosts they don't
31:22
believe in the ghosts and so
31:25
the characters are challenged by we're
31:27
saving the world but everyone's treating
31:29
as like we're crazy and they're
31:31
lost in the folds sort of
31:34
vaguely science fiction if you've you
31:36
are a residence of a what
31:38
is an enclosed community which is
31:41
an enclosed community which is an
31:43
enclosed community which seems to be
31:45
completely contained within a space, but
31:48
you don't really understand that, that
31:50
you are enclosed, it's just the
31:52
world that you're in, but that
31:54
world is threatened by the fact
31:57
that it's actually part of a
31:59
network of similar... communities and the
32:01
system that's running it basically has
32:04
a really simple imperative that if
32:06
something goes wrong the best way
32:08
to deal with it is to
32:10
move the resources to the areas
32:12
that are still working and it
32:14
does that by just cutting everything
32:16
in half it shuts down half
32:18
of everything that's currently running and
32:20
diverts all the resources so the fold
32:22
is literally here's all the communities
32:24
something's going wrong over here shut
32:27
all those down and they It
32:29
moves everything over. Oddly enough, the
32:31
community you're in, for some reason
32:34
that the number of communities created
32:36
was an odd number. So every
32:38
time there's a fold, you are
32:41
trapped in one of the fractional
32:43
communities and you don't realize it.
32:45
But that's creating all sorts of
32:47
weird side effects in the world
32:49
around you. Yeah, you have to
32:52
read it to really get it.
32:54
In the sanction book, there's a
32:56
setting called The Agency. which is
32:58
my fascination in part with
33:00
Slow Horses and my Karen's
33:03
sort of espionage series where
33:05
you are playing members of
33:08
the... Your members of the
33:10
factory, which is the slang
33:13
term for the intelligence organization
33:15
you work for, but you
33:17
have done something wrong. You've
33:20
messed something up. You miscalculated
33:22
a spreadsheet. You didn't assign
33:25
resources to an operation, right?
33:27
Whatever. So you've been slung
33:30
out into what's called a
33:32
clearance outlet in a small
33:34
town expected to basically run
33:36
the worst possible. background admin
33:39
jobs and inevitably though you
33:41
get drawn back into service
33:43
by the fact that there's
33:45
always something going on and
33:48
so the players are playing
33:50
these somewhat failed agents who
33:52
still have something to bring
33:54
to the service. Yeah that's
33:57
been an interesting one to
33:59
write. without, it's meant reading
34:01
lots of John McCarry and as,
34:03
and, and, and, and so forth,
34:06
to get a bit of a
34:08
background in, in, in the espionage
34:10
side of things. So that's, that's
34:12
been fun. Fun to research. Yeah.
34:15
Yeah. And I know that, you're
34:17
always producing. I bought one of,
34:19
uh, all rolled up mystery boxes.
34:21
and it contains everything you need
34:24
to start playing. Yeah. Including a
34:26
little scenario. Yes. Yeah. Yeah. Just
34:28
on a page. A little game.
34:30
Yes. Yeah. Yeah. So where did
34:33
it come from? Is it these,
34:35
it's just like a fever brain
34:37
trying to grab old of ideas?
34:39
I think fever brain would definitely
34:42
be it. Yeah. I mean, so
34:44
yeah, like the, if what you
34:46
got was the all rolled up
34:48
RPG. Yeah, which is one of
34:50
the things in the boxes. So
34:53
it's just it's just a matter
34:55
of often having a little idea.
34:57
Something that I read, something that
34:59
I've noticed creating a game around
35:02
it. In the case of the
35:04
all rolled up, RPG, I think
35:06
literally fulfilled just said to me,
35:08
I need something to put in
35:11
one of these boxes. And I
35:13
know, you know, if you go
35:15
on online to drive through or
35:17
itch or whatever, it seems to
35:20
be full of... of ideas that
35:22
can be condensed down to a
35:24
folding pamphlet sheet of paper. So
35:26
it was kind of like the
35:28
challenge, can I come up with
35:31
a fancy game, I think in
35:33
this case that will fit on
35:35
a single A4 sheet. Yeah. Yeah.
35:37
So what's the current project? Is
35:40
it still developing more sanctioned ideas
35:42
or are you going back to
35:44
some of your other projects? The
35:46
key thing is what are the
35:49
current projects? Yeah, because it's definitely
35:51
a case of having if it
35:53
feels like if I've only got
35:55
one if I've only got one
35:58
thing to work on I will
36:00
end up dead ending myself
36:02
and you know staring staring at
36:04
the computer or a sheet of
36:07
paper going where's this going
36:09
how's this going to work out
36:11
so at the moment sanction has
36:13
a few other settings that I
36:15
want to develop one of which
36:17
for example is a like a
36:20
prequel to the desanction, which deals
36:22
with that period when all the
36:24
monasteries were being knocked down, but
36:26
it's more like sort of treasure
36:28
hunters going out and trying to
36:30
get to the treasure before the
36:32
king grasps all the the valuables,
36:35
and that's called Safety Lies in
36:37
Fear. There is a science fiction
36:39
game called Divided Horizons, which has
36:41
been bubbling rather like desanction did.
36:43
I've got a rough idea of
36:45
the system. I know... broadly what
36:47
the background is and it's basically
36:50
sort of a colony ship heading
36:52
out into the universe and trying
36:54
to find new worlds to inhabit
36:56
only to discover when they arrive
36:58
at the first world that the
37:00
drive system of the ship actually
37:02
destroys the fabric of
37:05
space because well every time it
37:07
was it's only been tested properly
37:09
by sending ships out and each
37:11
time the ships have gone out
37:13
they've found out it starts to
37:15
destroy the fabric of space. So
37:17
you can't go home and tell
37:19
them that the technology is destroying
37:21
the universe. You have to find a
37:23
way to actually solve the problem while
37:25
you're out and about or find a
37:27
way to tell home. through some of the
37:30
technology. So the idea of the game is
37:32
that you've got a ship, it's got 100
37:34
colonists on it, each of those colonists is
37:36
a potential character for you to play, and
37:38
it's a bit more like a rural red
37:40
shirts here, where you are probably going to
37:43
die along the way, but you need to
37:45
find a solution. If you don't find a
37:47
solution, the campaign has an end point
37:49
to it. Eventually, everybody dies on the
37:51
ship. slightly depressing but you've reached the
37:53
end of the campaign or you managed
37:55
to find a way to communicate home
37:57
so I'm trying to get the sort
37:59
of modular aspect that together, the idea
38:02
that you need to be able to
38:04
gather and build up technology and to
38:06
keep a record of that, and at
38:08
the same time you can play all
38:10
sorts of characters to your members of
38:13
the crew without necessarily having a long-term
38:15
sort of Captain Kirk type figure
38:17
who's in charge of the ship. And
38:19
desection, I am working on a, it's
38:22
not a new addition, I'm not incrementing
38:24
the number, I want to do another
38:26
hardback version of it. similar to when
38:29
I released it originally back in 2021,
38:31
but I want to include more
38:33
adventures and material in it because
38:36
one challenge is reaching wider markets.
38:38
At the moment, I mainly deal
38:40
in quite terse, you know, short
38:42
books, which have a lot of,
38:45
you know, sort of basic ideas,
38:47
simple systems. It's a lot harder
38:49
to sell books like that when
38:52
you go to a distributor and
38:54
say American and say, Can you
38:56
distribute this for me? So I
38:59
want desanction to be a bigger,
39:01
a bit of a bigger, chunkier book
39:03
with more material in it in the
39:05
hopes that I can potentially find a
39:08
wider audience because it's all these renaissance
39:10
fairs and people fascinated by the English
39:12
in America. It would be nice to
39:14
maybe see if I can sort of
39:16
break more of the gaming market by
39:19
coming up with a bigger sort
39:21
of splashier version of desanction. So
39:23
that's probably going to kick start
39:25
earlier. sort of March, so this
39:27
year, so I've got a lot
39:30
of work to do, but I've
39:32
already wrangled in some potential guest
39:34
stars to do some adventures for
39:36
that. I find having some adventures
39:38
for it useful, because I was
39:40
saying earlier, it's just knowing where
39:43
to start, and I think having
39:45
their adventures kind of kick it,
39:47
starting to make up ideas, so that's
39:49
great. Well, thanks, Paul, for... Being here
39:51
stayed out at the interview, I think
39:53
you're the embodiment of just get on
39:55
and do it. Oh,
40:05
get me coats! Ah, we're
40:07
wandering towards the door and we've met
40:10
up with our coats on and we're just...
40:12
We're not going to feel the benefit
40:14
outside. It's quite cold. It's January and we've
40:16
had a grug meeting in January so
40:18
we're going to have a chat about that.
40:20
Hello there, Bligh there. Hello there, Doug. Yeah,
40:23
you just caught me actually. I was
40:25
just having a read of her. It
40:27
promises me this
40:29
article that it
40:31
cures eye bags. I'm
40:34
just having a read of
40:36
it. Cures eye bags? What?
40:38
What? Bags under your eyes?
40:40
Yeah, I suffer badly from
40:42
bags under my eyes. But
40:44
it's talking about tea bags
40:46
and pillows and micro -doors in
40:48
on Botox. I think that's
40:50
beyond my... I might
40:52
do the tea bags but... I think
40:54
the answers were glasses. I
40:57
think if you wear glasses it masks them
40:59
a little bit. Even though the glasses
41:01
are transparent, it just masks the eye bags
41:03
a bit, doesn't it? Yeah, well, thank
41:05
you. Cheaper than Botox. Thanks
41:08
for the cosmetic advice. That's what people
41:10
come for. I was going to
41:12
ask you, what were your
41:14
highlights of Grug Meet this time? My
41:18
highlights? Well, in
41:21
terms of games, well,
41:24
I enjoyed it all.
41:26
I ran some old
41:28
school essentials in the Midlands, which
41:31
I think is very enjoyable. Midlands
41:33
is good, isn't it? I think with old school
41:36
essentials, I have a lot of time for
41:38
old school essentials. I like it, but I do
41:40
sometimes think it needs a bit of character
41:42
injection into it because it can
41:44
be a little bit bland, I
41:47
think, on its own, to me.
41:49
And I played some Vesin, which I
41:51
enjoyed, with some fan mic. But
41:55
if I had highlights, I suppose, it
41:57
would have to be... One highlight would
41:59
have to be... That's been the great
42:01
race, wouldn't it? Yeah. The
42:04
bonkers, multi-table. I don't idea
42:06
what was going on. Because
42:08
I think what's interesting about
42:10
it is, as a GM,
42:12
you're running your table and
42:15
one reality. We should describe
42:17
what, explain what that is.
42:19
Me interjecting in a rawish-stuit
42:21
type way. We should explain,
42:23
I'm assuming everyone knows what
42:26
it is. Although I'm always
42:28
where are you giving any
42:30
spoilers, I don't want to
42:32
give out too many spoilers.
42:34
Yeah, we'll give away too
42:37
much spoilers, but it's a
42:39
multi-table adventure for caller Cthulhu,
42:41
which Paul Fricka, who was
42:43
in attendance and had helped
42:45
us to prepare for this.
42:48
It's set in the 1920s,
42:50
Great Gatsby, the character from...
42:52
the famous novel is one
42:54
of the characters and the
42:57
investigators are invited around to
42:59
his house for a garden
43:01
party and that that's kind
43:03
of a kind of a
43:05
mild-mannered summer's afternoon which starts
43:08
to go awry and across
43:10
the tables there's a lot
43:12
of moving of players around
43:14
the room going into separate
43:16
rooms and encountering strange and
43:19
wonderful experiences so it we
43:21
had 40 players and we
43:23
had seven tables there was
43:25
at least six additional keepers
43:27
supporting the action so so
43:30
how was it for you?
43:32
As I say, I think
43:34
the interesting thing as a
43:36
GM in it is you
43:38
are running a table, which
43:41
is, and again, no, it's
43:43
not too much to spoil
43:45
this, but it's one reality
43:47
of many, isn't it? One
43:49
reality of many, and people
43:52
are moved from one reality
43:54
to another, and as you
43:56
say, weird things happening in
43:58
between. was a GM, you
44:00
don't really know what's going
44:03
on anywhere else. So I think
44:05
Graham landed at my table and
44:07
he looked to me for hints about
44:10
what's going on and I said
44:12
to him, I don't know what's
44:14
going on. I'm just running this
44:16
world, whatever's gone on
44:18
in that room with a strange
44:20
woman with a hooded cloak on.
44:22
I have no idea. I have no
44:24
idea. I have genuinely no
44:26
idea. So I'm just running
44:28
my reality. It is kind of weird,
44:31
I suppose kind of weird from
44:33
a GM's perspective, because when you're
44:35
a GM normally, you do know what's going
44:37
on, don't you? Or at least you show,
44:39
you know, the idea that you do know
44:41
what's happening in its entirety, but in
44:43
that, you don't, you don't, you don't, you
44:45
don't know what's happened at the table
44:47
they've come from, and you don't
44:50
know what's happened when they've been
44:52
whisked off into the netherworld and
44:54
had this real experience in the
44:56
real experience in the room. So they
44:58
were coming to me with strange
45:00
clues and ideas, but I had
45:02
no idea what they were talking about.
45:04
Because it's a very, she came quite
45:07
a unique experience from a GM's
45:09
perspective, I think. I didn't quite
45:11
dawn on me until about two thirds
45:13
of the way through it, where I thought, well,
45:16
actually, yeah, this is weird, because I
45:18
know what's going on, I know the
45:20
plot, and I know what the place have
45:22
to do. But some of the things they're
45:25
talking about, and some of the stuff
45:27
they're doing. It just makes sense to
45:29
me. Well, but the Golden Rule, of
45:31
course, of investigative games, you normally
45:33
say, don't throw in any red
45:36
herrings because the players will generate
45:38
their own red herrings. But when
45:40
they're whisked away and they're travelling
45:42
through a dimension into a different
45:44
room, they're kind of bombarded with
45:47
a sensory experience. which gives them
45:49
some clues to what's going on.
45:51
It's got a vague resemblance to
45:53
what's happening on the table. But
45:55
I think what was happening is
45:57
that people's imaginations were kicking. in
46:00
and they were making more of what
46:02
was presented to them as you naturally
46:04
would yeah and the conjectures were presented
46:06
to the GMs and of course you
46:08
you were thinking what was it exactly
46:10
with was that comfort yeah exactly where's
46:12
that come from a whole rest of
46:14
time there was two or thing yeah they'd
46:17
yeah the honey buy just one or well
46:19
some guy followed it into the ones it's
46:21
totally meaningless it's totally meaningless it's all wasted
46:23
time yeah no no it was a good
46:25
it was great it was great experience
46:28
great experience It's a really good
46:30
experience, I think, kind of, like I
46:32
say, unique experience really, both
46:35
from the player's perspective and from
46:37
the GM's perspective. But
46:39
my only regret was that as a
46:41
GM I couldn't play it. So
46:43
people who were taken off into the
46:45
strange locked rooms for a weird
46:47
experience. Of course, as a GM,
46:50
you don't experience that. So... Yeah.
46:52
It's an ambition of mine to
46:54
have... done it and we're so
46:56
pleased that we did manage to
46:58
do it because you need to
47:00
have certain conditions to be able
47:02
to do it and having a
47:04
convention like we have the privilege
47:06
to run. There's an ideal opportunity
47:08
in it to do it so
47:10
I'm so pleased that we did
47:12
it because it was a unique
47:14
experience and Paul was explaining that
47:16
it's never really been done at that
47:19
scale that we did it and it's
47:21
thanks to the keepers. both who were
47:23
running the tables and the
47:25
extra keepers that he'd run. It
47:28
was chaotic, but it was organized
47:30
chaos. It was planned and
47:32
people knew what they were
47:34
doing, sort of. Well everyone,
47:36
I think everyone knew, everyone
47:39
knew, anyone running it. GMs,
47:41
extra GMs, people in the nether
47:43
world, all knew what they were doing.
47:45
But of course, none of them had
47:48
a complete overview of what was
47:50
going on in any... other area
47:52
and I think that's what created the chaos
47:54
but at the same time it was
47:56
organized because everyone knew what
47:58
their component there bit was
48:00
if you know what I
48:02
mean. And I stood in the
48:05
middle like a
48:08
Messianic Meglamaniac coordinate.
48:10
You did, didn't you?
48:13
Yeah, you enjoyed that
48:15
I think. Yeah, was
48:17
that your highlight? Yes,
48:19
sure. I did resist
48:21
the temp test on the
48:23
instructions to
48:25
put my role down as
48:27
God. I remember at the
48:29
start of this when we were
48:31
briefing the keepers and we had
48:34
a zoom chat before and didn't
48:36
we? And I said, well, it's
48:38
quite simple. And Paul Fwick said,
48:40
no, no, it's not simple. But
48:42
I think what I was
48:44
trying to say was once
48:46
you've got that idea that
48:48
you're just in cog in
48:50
this process and just concentrate
48:52
on turning around your table,
48:54
everything else will move. Absolutely.
48:56
That is exactly it. Every
48:58
component part is simple, but
49:00
when you add it together,
49:02
becomes very complicated. But the
49:04
brilliance of it is, any
49:06
one individual involved
49:09
in it, running it, at whatever level,
49:11
it's quite easy. I found it quite
49:13
easy to run, because it almost
49:15
ran itself. But as you say, in a
49:17
broader sense, it's quite
49:20
complicated. For players, it's bewildering,
49:22
but it's not bewildering for GM.
49:24
You just run your bet. The
49:27
only people you can think is
49:29
people saying weird things to you
49:31
when they arrive at your table that
49:33
you think, what were we talking about?
49:36
No idea. It's a great experience.
49:38
Yeah, that's probably one of my
49:40
highlights as well. So I'm pleased
49:42
that we managed to do it.
49:45
And again, thanks to everyone who
49:47
made it possible. Hmm. So what
49:49
else did you run then? I ran
49:51
all-school essentials. I ran Doctor Who at
49:54
Mark come afterwards. I don't know that
49:56
counts because that's Mark come, isn't it?
49:58
Fringe, fringe, fringe, I get it. count.
50:00
Thank you to us. But I played
50:02
it. I think the other highlight, the
50:04
other highlight was playing ex-croll
50:06
classics. The new DCC variant
50:09
with Debbie Ram, ex-croll classics. What's
50:11
that then? Is that like a
50:13
souped-up dungeon? What's the concept? I
50:15
must admit, it's an odd, it's
50:17
an odd idea. And when I,
50:19
when I first heard about it,
50:22
I was, I was often am
50:24
with almost everything. As you know,
50:26
I was a bit skeptical. I
50:28
was a little bit, you know,
50:30
what's this, you know? It's like
50:32
the idea where dungeons are a
50:35
kind of spectator sport,
50:37
like a gladiatorial
50:39
spectator sport, like a
50:41
squid game, I suppose, or something
50:44
like that, or the running man,
50:46
you know, that kind of idea.
50:48
So it's an, but the
50:50
more I kind discovered about
50:52
it, it's kind of set
50:55
in a futuristic America.
50:57
I assumed it was a fantasy
50:59
variant so it's not like a
51:01
fantasy world. It does fantasy in
51:03
it but I think the idea
51:05
is that imagine the fantasy world
51:08
of DCC but the future happened so
51:10
there are elves and dwarfs but
51:12
the future happened you know
51:14
as in there's elves and dwarfs
51:16
and there's magic but there's
51:19
also TV and mobile phones and
51:21
cars and all sorts of other
51:23
things and it's like a bit
51:25
of a... I suppose it's like a
51:27
bit of a Roman empire, an American
51:30
Roman empire where they have
51:32
these collateral dungeons that
51:34
are designed to kill people and
51:36
they have these superstar dungeneers
51:39
who are like celebrities who go
51:41
into these dungeons and try
51:43
and survive for the entertainment
51:45
of the masses. So it's like a
51:47
kind of sto- it's like a dystopian
51:50
future I suppose really. Is it a
51:52
player versus player or are you cooperative? No,
51:54
not really. It's more, I mean I suppose
51:56
you could do it like that, but it's
51:59
more cooperative really. But I suppose
52:01
what's interesting about
52:03
it is it's a conceit to avoid
52:05
the question of why is there
52:07
a dungeon here and everything
52:09
having to make sense because you
52:12
know I suppose that when you design
52:14
people design dungeons you always go
52:16
down there and oh well there's
52:18
some going to be some guards
52:21
or medium guards needs to be
52:23
a barracks where the guards sleep.
52:25
Oh well, there needs to be
52:27
somewhere where the guards eat, isn't
52:29
that? We'll have to put that
52:31
in. And there's often a run
52:34
who has rather mundane things for
52:36
the dungeon to make sense. Did
52:38
you see what I mean? Oh, it's
52:40
an ancient temple. Well, or there'll be
52:42
an altar room, or there'll be a
52:44
room where the priests keep the
52:47
robes and there'll be none of
52:49
that, because this dungeon has been designed
52:51
specifically to kill you. So
52:53
it's challenge you. It doesn't
52:55
make sense. It's death trap
52:58
dungeon. Death trap dungeon. It's
53:00
death trap dungeon. But
53:02
I suppose with a modern
53:04
conceit to explain why you're in
53:06
a stupid, why when you walk
53:09
through a door, there's a huge
53:11
a troll or ape stood
53:13
on a platform surrounded by
53:15
boxes which have useful things
53:17
in. But there are bells attached
53:19
to them. and the monkeys's
53:22
blind, the great, the brigade
53:24
was blindfolded. So to get a
53:26
parcel, you had to move them
53:28
without making the noise. That's ludicrous,
53:31
isn't it? That's ludicrous in
53:33
a dungeon, but it's not
53:35
ludicrous because the idea is
53:37
it's been designed to be like that.
53:40
At one point we were on train
53:42
with a giant yeti throwing snowballs
53:44
owls to try and knock the
53:46
train off the tracks. Totally. Totally
53:49
ridiculous. But it's a
53:51
futuristic, almost
53:54
sci-fi design dungeon.
53:56
So it's still ridiculous.
54:00
It is ridiculous. But it's
54:02
like ridiculous with an explanation as
54:04
to why it's ridiculous. If that makes
54:06
sense. Yeah, so yeah, that's good. So
54:08
it kind of, as you say, the
54:10
return of the zoo dungeon, it gets
54:12
rid of the ecology of the dungeon,
54:14
you don't have it. Exactly, yeah, it's
54:16
concealed to get rid of the ecology
54:18
of the dungeon. So you can just
54:20
have a mad cap from dungeon and
54:22
no one can go, oh, this is
54:24
just stupid. Well, yeah, it is
54:26
stupid, but it's been designed to be
54:28
designed to be the point of it,
54:30
but I really enjoyed it and I
54:33
must have met. I've been, you know,
54:35
they all have been looking on leisure
54:37
games and thinking, you know, I'm going to
54:39
end up buying that answer. I'm going
54:41
to end up buying it. Nothing sure.
54:43
Yeah. Well, I like the sound of it
54:46
and it sounds like an
54:48
entertaining convention game. It sounds
54:50
like it's a perfect. Don't
54:52
they call them be even
54:54
pretzels? I don't particularly
54:56
like pretzels, but it's like...
54:58
Fun Pretzels. But they're the boring, I don't like
55:00
prets. I didn't for a long time, you know
55:02
what Prexel was. And when I discovered what they were at
55:04
a time, is that it? So yeah, it sounded better than they
55:07
had, only, prexel. Anyway, there you go. Like beer. One out of the
55:09
two, is it? Well, actually, I don't have to, and after eat the
55:11
pretzels, just of the beer. I, yeah, I revived my mean, I mean,
55:13
I mean, I mean, I mean, I mean, I mean, I mean, I
55:15
mean, I mean, I mean, I mean, I mean, I mean, I mean,
55:17
I mean, I mean, I mean, I mean, I mean, I mean,
55:20
I mean, I mean, I mean, I
55:22
mean, I mean, I mean, I mean,
55:24
I mean, I mean, I mean, I
55:26
mean, I mean, I mean, I mean,
55:28
I mean, I mean, I again which
55:30
I've run Albert and Wizard Staff and
55:32
the Cotton Hopper Lights it was a
55:34
home game for the Manchester team and
55:36
to give it a bit of a
55:38
variance the way that and the game
55:40
works within the game is that there's
55:42
two rating clocks. I won't go into
55:44
the details here but I gave the
55:46
home team fewer segments to fill because
55:48
in previous games it's not been very
55:50
competitive the slightest layers of... defeated
55:53
the opposition too quickly and so
55:55
to make it a bit more
55:57
excess but it still it still
55:59
ended up that the Slayers
56:01
had an emphatic win. Even
56:04
though Andy Burnside, the mayor
56:06
of Cotton Opelice, was trying
56:09
to throw the game and
56:11
offered them half a million
56:14
pounds to throw the game.
56:16
It sounds like X- crawl,
56:19
it's a similar kind of
56:21
idea isn't it? There you
56:23
go. Maybe there's something
56:25
in the air that
56:28
these competitive games. And
56:30
I ran a couple
56:32
of games of the
56:34
Rackless campaign, so little
56:36
side quests, little convention,
56:39
uh, spin-off shows, you know,
56:41
like those things that
56:43
Disney do, where some
56:46
characters spin-off for a
56:48
million campaign. And, um,
56:50
Mark, who plays Mara, managed
56:52
to do something immediately. after,
56:54
so the campaign that we
56:57
were running finished in summer,
56:59
his character does something away
57:02
from your characters, with his
57:04
group of people that were at
57:06
the convention, which will change the
57:08
fate of the campaign and there
57:10
was a second one as well,
57:12
that changed. So that was quite
57:14
fun, even though only I can
57:16
see what was going on. Once
57:18
again, my missing. You got complex,
57:20
kicking in. You're having more fun
57:23
than anybody else. Exactly, as I've
57:25
said last time. But the highlight
57:27
for me, and this is a
57:29
surprising highlight because I had to
57:31
step in and run a game
57:33
of liminal. And I didn't have
57:35
anything to hand and that's doing
57:37
it quite quickly. And I ran
57:39
your game that you've run for
57:41
us setting the man inside in
57:43
Bolton. You did. Yeah. It's the first
57:45
time ever that you read my scenario
57:47
notes that I've sent you my
57:49
scenario notes. Felt like, felt like you,
57:52
I don't know, going out with the
57:54
next girlfriend or something like that,
57:56
you know. Yeah. You're right, very, very,
57:58
very comprehend. notes are very
58:01
good and I obviously I played
58:03
the game so I had
58:05
an idea of the plot or
58:07
the sequence of events and
58:09
you had all the NPCs and
58:11
all the information there what
58:13
was in scene by scene and
58:15
I think I said to
58:17
you in the morning having read
58:19
through it you're going to
58:21
have to explain to me why
58:23
these people are doing these
58:25
things because obviously your own notes
58:27
you don't need to write
58:29
that very comprehensive notes but missed
58:31
out the motivations of
58:33
these people because that's still
58:35
in my head there
58:37
you go because you don't need
58:39
that's a hand here you don't
58:42
need and I kind of remember
58:44
it from the from the
58:46
game we play but I realized
58:48
that that's it you
58:50
don't you don't appreciate it
58:52
that's the important component
58:54
of delivering authentic NPCs is knowing right
58:56
why are they there what they do what
58:58
they do yeah yeah yeah and I
59:00
suppose that yeah that's kind of interesting because
59:02
you say I do write quite comprehensive
59:04
notes but I often find the two two
59:06
things one of which I've often talked
59:08
about this the thing of I write comprehensive
59:10
notes and they do not look at
59:12
them and then running the game I
59:14
don't look at them which is weird it's
59:17
just like it's putting in my head writing it
59:19
down like that is putting it all in
59:21
my head somewhere that I can draw it out
59:23
of a filing cabinet in my brain when
59:25
I need it but you're right the other thing
59:27
is I write comprehensive notes about things I
59:30
think I might forget
59:32
but as you said the
59:34
motivation of the main NPC for example
59:36
in that scenario I'm not going
59:38
to forget his motivation because that's
59:40
the whole it's all built around that
59:42
isn't it so don't write that
59:44
down yeah it's a weird the weird
59:46
thing isn't it it was they were
59:49
all never written for you weren't
59:51
they they weren't yeah they were but
59:53
yeah and it worked really well
59:55
and it was the first time that
59:57
it really hit home to me
59:59
oh good of a system liminal
1:00:01
is because there's a final
1:00:03
confrontation and it was exciting and
1:00:05
it did some rules that
1:00:07
drove it you know the everyone
1:00:09
felt a sense of jeopardy
1:00:12
because we're facing something that was
1:00:14
quite fearsome but they managed
1:00:16
to overcome it but I think
1:00:18
it really handled that in
1:00:20
a very simple way but it
1:00:22
was exciting and really yeah
1:00:25
it is it is a good
1:00:27
system the way it does
1:00:29
the kind of opposed roles in
1:00:31
that they're not well they're
1:00:33
not really opposed roles are they
1:00:35
but when you're opposing an
1:00:38
opponent it's this basic role plus
1:00:40
their skill and it makes
1:00:42
it if it's a tougher porn
1:00:44
makes it very difficult to
1:00:46
do any damage to them without
1:00:48
spending will and of course
1:00:50
that will economy as well it's
1:00:53
something you've got to look
1:00:55
out for in the game and
1:00:57
consider when you're actually going
1:00:59
to spend will and when you're
1:01:01
not going to spend it
1:01:03
when you're going to fail and
1:01:06
not fail and that kind
1:01:08
of thing so yeah it is
1:01:10
a simple game but it
1:01:12
does does work very very well
1:01:14
and when to activate your
1:01:16
special abilities those really came into
1:01:18
the fore and good tactical
1:01:21
use of those that the appropriate
1:01:23
time really made the difference
1:01:25
and also you appreciate and I
1:01:27
think when I ran this
1:01:29
previously I didn't spend enough time
1:01:31
thinking about this is just
1:01:34
understanding the powers of the opponent
1:01:36
you've got to really be
1:01:38
able to understand what's at their
1:01:40
disposal to make it interesting
1:01:42
and exciting because the monsters have
1:01:44
particular abilities that can really
1:01:46
sway things can't I mean one
1:01:49
of them was you know
1:01:51
if they were under the thrall
1:01:53
of this particular special ability
1:01:55
and all will spends were double
1:01:57
cost so that would really
1:01:59
change things fortunately for them they
1:02:02
managed to resist it had enough conviction
1:02:04
to resist it, but it would have really scuppered the plans
1:02:06
if the will spends were doubled. Yeah, enough people
1:02:08
fall under the spell of someone
1:02:10
and you've know, you're burning will
1:02:12
to just get out of it, but then
1:02:15
you're not left and you need it. Yeah.
1:02:17
Now it is, it's a very, it is
1:02:19
a very good game. And I suppose as
1:02:21
well, that's one of the first scenarios
1:02:23
I've ever written. I'm trying to think
1:02:25
if it is the first that I've
1:02:27
built around something... local that I
1:02:30
know built around something in my
1:02:32
hometown, which I've never really done. You
1:02:34
know, it's like when we've run, I've
1:02:36
run Tales and The Loop, which again
1:02:38
is a game that says set it in
1:02:40
your home to town. You know, you
1:02:42
can do that. I've always set it
1:02:44
in Boulder City in America, because I
1:02:47
just think that this is a
1:02:49
convenient remote setting that you can
1:02:51
just base your games in. But
1:02:53
it was quite interesting to set
1:02:55
it in Bolton. and setting them
1:02:57
on the site and then kind of
1:02:59
suppose delve into the history of the
1:03:01
Earl of Darby and a story starts
1:03:04
to form in your mind like an
1:03:06
alternative history of what he was really
1:03:08
up to and what people were up
1:03:10
to and what might have been going
1:03:12
on, which of course wasn't what was
1:03:14
going on, but it kind of fits
1:03:17
together and you write a story around
1:03:19
the history, you know, just kind of
1:03:21
really interesting thing to do. It
1:03:24
helped I think that one
1:03:26
of the players was his
1:03:29
local was the man inside.
1:03:31
People don't know it's one
1:03:33
of the oldest pubs in
1:03:35
the country and the famously
1:03:38
the Earl of Darby had
1:03:40
his last meal and drink
1:03:42
before he was beheaded outside.
1:03:44
His role in the Bolton
1:03:47
Massacre were over 3,000 people
1:03:49
were killed because we were
1:03:51
I think I mentioned this
1:03:53
in Michael Moorcock when he
1:03:55
was going about Prince Rupert.
1:03:58
It was a parliamentarian. stronghold
1:04:00
wasn't it we were surrounding yeah
1:04:02
yeah royalists and Bolton held out
1:04:04
yeah there was a pub called a
1:04:06
print trooper around the corner wasn't that
1:04:08
yeah yeah it's kind of weird yeah
1:04:11
he was a fickle we could be
1:04:13
involved a fickle very fickle very yes
1:04:15
it's when you look at the history
1:04:17
it seems a little bit we'd have
1:04:19
a print trooper around the corner from
1:04:21
the man's side he's the guy who's
1:04:23
one guy who's executed for the massacre
1:04:25
around the corner a pub named off
1:04:27
the guy did it yeah But so
1:04:30
overall it's the first time we've
1:04:32
run Grogmi in January. Do you
1:04:34
think it worked? I think it
1:04:36
worked. I think we were very
1:04:38
lucky with the weather weren't we?
1:04:40
Yeah. I think I think I think
1:04:42
I think between a snowstorm
1:04:44
and an actual storm. The
1:04:46
hurricane. Yeah. The weekend after
1:04:49
no trains were running north
1:04:51
of Preston because of the wind.
1:04:53
The air force winds which would
1:04:55
have ruined it really wouldn't
1:04:57
it. Because. No one north of
1:05:00
Preston could have come. That would
1:05:02
have been it. Manchester was
1:05:04
a lot calmer, wasn't it? It
1:05:06
was, and I think that was
1:05:08
a benefit. I mean, I must admit,
1:05:10
when I walked into the Lasagarin, I
1:05:13
said to you, I've got this busy
1:05:15
in here, and you said, no, it's
1:05:17
us. It's all the greatest grogmy,
1:05:19
I thought, oh, right, okay. But of course,
1:05:22
if it had been November, it
1:05:24
would have been three times busier
1:05:26
than that. quieter than November,
1:05:28
November, just before the Christmas
1:05:30
markets when things are kind
1:05:33
of getting busier. But yeah. And
1:05:35
we have to think about the
1:05:37
future because it was a bit
1:05:39
tight in the run-up to it.
1:05:41
It was a bit difficult and
1:05:43
preparing it with in the middle
1:05:45
of December with everything that December
1:05:47
brings. But yeah. Do you think I think
1:05:49
that's just a better planning on my
1:05:51
behalf, I think. Yeah, I think the
1:05:54
tricky, yeah, you're right, tricky thing with
1:05:56
it. is that Christmas
1:06:00
in December, from kind of mid-December,
1:06:03
everything seems to grind to a
1:06:05
halt and everyone's mind elsewhere and
1:06:07
our mind's properly elsewhere as well.
1:06:09
So when you pop out the
1:06:11
other side of Christmas, you think,
1:06:13
oh, it's a couple of weeks,
1:06:15
don't blame it, you know. Whereas,
1:06:17
of course, in November, October, November,
1:06:20
that's not the case, is it?
1:06:22
There is that, but I suppose
1:06:24
you just get used to that,
1:06:26
wouldn't you and just adapt to
1:06:28
it, really? My journey home, my
1:06:30
chance to reflect upon the weekend
1:06:32
for quite some time because I
1:06:34
live 35 minutes away from Manchester,
1:06:36
but it took me two and
1:06:39
a half hours to get home
1:06:41
on a rail replacement bus. It's
1:06:43
quite an experience. I remember, I
1:06:45
remember when you moved to Adlington.
1:06:47
I was going to remind you
1:06:49
of this again, because it's cruel
1:06:51
to remind you of it, but
1:06:53
I will do. You moved to
1:06:56
Adlington and you said to me.
1:06:58
It's going to be great this.
1:07:00
There's a train station just around
1:07:02
down the road. There's regular trains
1:07:04
straight to Manchester. I could just
1:07:06
get on the train, get to
1:07:08
Manchester, get back, no problem. And
1:07:10
almost to the day you said
1:07:13
that all that time ago, there'd
1:07:15
be nothing but chaos on that
1:07:17
line. Nothing but chaos. Nothing but
1:07:19
chaos. Yeah. I mean, it didn't
1:07:21
help that the guy who was
1:07:23
driving the rail replacement bus. didn't
1:07:25
have a clue where he was
1:07:27
going and he was playing 90s
1:07:30
techno music very loud for the
1:07:32
entire journey. So I must have
1:07:34
heard the Venga Bus, a remix
1:07:36
of the Venga Bus, about 20
1:07:38
times during the two hours. And
1:07:40
the length of the journey was
1:07:42
extended because he went down, he
1:07:44
was following a map and he
1:07:47
went down a street. And I
1:07:49
said, if you go, I said
1:07:51
to him, you go down here.
1:07:53
You go down here, you're going
1:07:55
to end up in an estate
1:07:57
and you'll get stuck. You're in
1:07:59
a big coach. said, sit down,
1:08:01
sit down, we're not insured for
1:08:04
you standing up. I said, yeah,
1:08:06
but you're going the wrong
1:08:08
way. Anyway, 20 minutes later,
1:08:10
he was having to reverse
1:08:12
for a mile because he got
1:08:14
stuck. So, more chaotic
1:08:17
than Gatsby in the
1:08:19
Great Rail replacement. Put that
1:08:21
down for next year.
1:08:23
Absolutely. She is bliving.
1:08:25
Goodbye. There isn't another bit.
1:08:28
Thanks to Paul for being part
1:08:30
of a successful Grogmeet and thanks
1:08:32
to all the GMs who provided
1:08:34
games over the weekend and to
1:08:36
the players. It's always a convivial
1:08:38
atmosphere and that's down to the
1:08:40
people who come. Thank you. I
1:08:42
want to make a special mention
1:08:44
of Chris Watkins who was a
1:08:47
keeper for the Gatsby event and
1:08:49
that to make adjustments to his
1:08:51
travel plans at the last minute.
1:08:53
above and beyond the call of
1:08:55
duty and at an additional personal
1:08:57
expense. I offered to reimburse
1:08:59
him for the extra cost,
1:09:01
but he being the kind
1:09:04
and gentle person that he
1:09:06
is just wanted me to
1:09:08
pass on a message. Chris
1:09:10
and Joe from Bonamy Games
1:09:12
organised dice on the borderlands,
1:09:14
a minicon held at Chepstow
1:09:17
Castle, which is just 15
1:09:19
minutes away from the M4
1:09:21
M5 Junction. and this year
1:09:23
2025 the free community RPG
1:09:25
event is taking place on
1:09:27
the weekend of Saturday the
1:09:30
10th of May. Booking is
1:09:32
essential via warhorn as space
1:09:34
is limited to seven tables.
1:09:36
I've put a link in
1:09:38
the show notes with a
1:09:40
bit more detail. Thanks for
1:09:42
the patron support for making
1:09:44
drug meat possible for another
1:09:47
occasion. It is really appreciated.
1:09:49
And we've had some new
1:09:51
supporters, so next time we're
1:09:53
going to delve into spellbook
1:09:55
to give out some magic.
1:09:57
If you like what we do, please pass
1:09:59
it. on. Leave a comment
1:10:02
and circulate it on
1:10:04
your socials. If you
1:10:07
don't like what we
1:10:09
do, well, bugger off.
1:10:12
Next time we're extending
1:10:14
the idea of Dr.
1:10:16
D. Last year we looked
1:10:19
at monsters. Why don't
1:10:21
we do the same for
1:10:23
magic? Until then,
1:10:26
Adios Amigos. Well,
1:10:35
well, well, well, well,
1:10:38
bye, bye, bye, bye,
1:10:40
bye, bye, bye, bye,
1:10:42
bye, bye, bye, bye,
1:10:44
bye, well, I don't
1:10:46
take you for lovers
1:10:48
of dusty books. Is
1:10:50
the party brought you
1:10:52
so quickly? Or is
1:10:55
it something here that
1:10:57
you hurt out to
1:11:00
face? You should have
1:11:02
stayed downstairs. Do you
1:11:05
know why I collect
1:11:07
these books? Why I
1:11:10
host these stories? Everyone
1:11:12
thinks it's a day
1:11:15
easy, but it's not.
1:11:17
It's for something far
1:11:20
greater. Greater than love?
1:11:30
That's what I found. And
1:11:33
the lens. What does it
1:11:35
do? I mean, find, find,
1:11:37
find, find, find, find, find,
1:11:39
find, find, find, find, find,
1:11:41
find, find, find, find, find,
1:11:43
find. And something about her
1:11:46
legs. Abs and friends. Laid
1:11:48
itself bare. We bent and
1:11:50
shaped at will. That's, that's
1:11:52
what I found. And the
1:11:55
lens? What does it do?
1:11:57
I really must lay traps
1:11:59
traps. The honey badger has been
1:12:01
in the the again.
1:12:03
again, bustling, nuzzling, it should
1:12:06
not should not put his snout.
1:12:20
The Lens, tell me rather
1:12:23
Lens, what is the Lens? Aaaaaaah!
1:12:26
I'm asking you to change
1:12:28
their minds, but I'm not you
1:12:30
get this. Belenz, it's
1:12:32
a key. A door to knowledge beyond
1:12:34
anything you can imagine. The
1:12:36
stone is out there.
1:12:38
can more than pinpricks
1:12:41
in the dark. out there. They're
1:12:43
more than pinpricks in the dark. If that's
1:12:45
the price for us, then so that's
1:12:47
the But I then so
1:12:50
be it, but I
1:12:52
won't be stopped. by
1:12:54
you, not by anyone. Nuzzle,
1:13:01
Nuzzle! I love the
1:13:03
honey badger!
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