RPG a Day, Part Two

RPG a Day

August’s over and RPG a Day with it. Here are my entries for the second half of the month. The RPG a Day challenge has been an interesting look at the RPGs people have played and their experiences with them.

17 – Which RPG have you owned the longest but not played?
I think the one I’ve owned the longest and not played has to be either Changeling: The Dreaming or Mage: The Sorcerer’s Crusade. I loved World of Darkness and read these games, but never got round to them. Then the nWoD came out and I never bothered to look at any games older than Orpheus.
They’re both sold now, as I’ve had to have some massive culls, which have meant a lot of games I’ve not played/am not likely to play have been casualties.

The one currently in my collection and not played is Pendragon. It’s the kind of game which looks great, I’ve skimmed the Great Pendragon Campaign but I feel like I’d need a whole other lifetime just to be able to run a game of it.


18 – Which RPG have you played the most in your life?
I’m going to break this down into two:

The RPG system I’ve played the most is a tricky one to pin down In recent years I’ve flitted from system to system, enjoying a bunch of classics and a ton of new hotnesses. I think Legend of the Five Rings might be the one I’ve played the most, with three big seasons, a couple of botched reboots and a few short campaigns run by different GMs, I think this one’s it.

Close contenders are World of Darkness (failing just because there are so many different games and I wasn’t counting them under one umbrella), Dungeons and Dragons (initially played a ton, then completely dropping off for years before 5E).

The RPG I’ve played the most if Fallen Kingdoms, a home campaign which has been played over multiple groups and several systems.
It started as a cobbling together of any second hand AD&D book I could find in the 90’s, eventually becoming its’ own world with simply Ravenloft-ish places and Al-Qadim-ish places. The group were a mess, as you’d expect overly powerful heroes played by chaotic teenagers to be. The world ended as second edition came to a close.
We did a ‘Next Generation’ set in that world using D&D Third Edition, followed by a troupe game which shifted systems from D&D 3E to All Flesh Must Be Eaten and WFRP. With WFRP as the preferred system we went back to our main continuity.
After a while, that ended and we did a ‘gritty BSG-style reboot’ of that world, using D&D 4E, Fantasy Craft, World of Darkness and Fate. One player’s moved across the world and Fate wasn’t seen by all as a great game to use, so we’ll find a new system to finish that version of it one day.


19 – Which RPG features the best writing?
Monsterhearts. Totally Monsterhearts

I was going to mention flavourful RPG writing for games like Buffy, which are done in character and they’re mainly good. Still, the conciseness of Monsterhearts is fantastic. In less text than a lot of the games, Avery manages to express the themes, the tone, the mechanics and their relationship to each other. It’s aspirational in its’ style.

If you want to learn how to write PbtA then go here, if you want to handle heavy subjects in play and around the table, same here. Monsterhearts is a clean, clear book which gets everything across.

20 – What is the best source for out-of-print RPGs?

The charity bring & buy at Dragonmeet and UK Games Expo. That’s where I’ve picked up old books, also where I’ve got rid of a ton of my old books. There have been some stalls like House Atredes, which is pretty expensive but has been the last resort for some friends who have been desperate to complete book collections.

I have a couple of collections to finish off, however as my life and storage situations have been in flux for the last 18 months, I’ve not been able to list what I need or really think about whether I’ll be keeping what I have.


21 – Which RPG does the most with the least words?

The 200 Word RPGs, right? It’s been a fascinating thing to see and to take part in. Despite the extreme limitation, there are a lot of great ideas which have been collected in the official PDFs or featured in Josh Jordan’s Imposters, in the Codex magazine and I’m sure several other places.

If I’m expanding out to actual products, Cthulhu Dark and Vast & Starlit are great uses of a small about of space to provide a game. Cthulhu Dark is playable using something a little longer than a bookmark and Vast & Starlit is business card size. I want to find a good way of printing them onto objects that size so I can have them in my RPG travel kit.

Cthulhu Darkvastlibrary


22 – Which RPGs are the easiest for you to run?

I think it’s a combination of system ease of use and available resources. Dropbox is pretty much where my RPGs reside, so a lot of them can be done as soon as people need them (Cheat Your Own Adventure, Erika Chappell’s games, Cthulhu Dark). Some need accoutrements such as Quiet Year, Dungeon World, Fiasco and Monsterhearts, so I have kits for all of them. With those resources I just need people and an excuse to run any of them.

If we’re talking more than just practically what’s easiest to run and including what’s easiest for me to get in the mindset of and have an idea from the get-go, I’d stick with Quiet Year, Dungeon World and Monsterhearts, but also add Masks to the mix. Give me a minute for a pun-named villain like Bear Arms or Edgelord and I’m good to go.

quiet year 01


23 – Which RPG has the most jaw-dropping layout?
I admit I’m a sucker for pretty art. Most recently Josh Jordan’s Imposters has really wowed me. I’ve grown to like a game anthology and it mixes images indicative of weird conspiracies and the games they’re representing. Then there are little notes, like scrawled coded messages throughout the book.
Some slightly older and very pretty games which I’ve yet to play but love the look of are Daniel Cruz-Chan’s RPGs. God-King’s sumptuous colours and simple system make it look like something I want to get a printed copy of some day. The same goes for Haunt Me and The Legerdemain Betrayers.


24 – Share a PWYW publisher who should be charging more.
I’ve actually had an interesting chat on Twitter with Erika Chappell and Paco Garcia Jean earlier today about this. I assume Paco saw this question and was asking about PWYW as it seems like not too viable a business model unless you want people to take your book for free. I asked Erika who was informative about the model.

Erika was the best person I could think of to recommend outside of big folks like Evil Hat who don’t really need me to help promote them. I recommend her RPG books at http://www.drivethrurpg.com/browse/pub/4945/Newstand-Press, especially her Arnold Schwarzenegger games or the Lasers & Feelings Rose Buddies hack.

Also back her Patreon, which is here https://www.patreon.com/opensketch/

25 – What is the best way to thank your GM?
Just thanks. It’s simple, it’s probably a bit trite, but it’s the best thing.

I mean, coffee’s good. I had someone bring me a beer mid-way through a convention game of Spycraft when we had to stop due to a power cut. Those were pretty nice.

Still, a verbal thanks is genuinely a good thing. I wasn’t entirely sure about how my first session of Masks would go as I’d not tried it at all. I’m also a huge superhero fan and was totally worried about fucking it up. When I finished the first session and we were meandering out of Dice Saloon, there was a genuine, unprompted thanks from the players and all my worries about how I’d done were gone.

Sometimes sessions can end abruptly if they go a bit long, so it can feel like a lot of work’s done and then the players are gone and I’m left to pack up, so some kind of acknowledgement like a ‘thanks’ can go a long way.

Support is something which goes on both sides of the table, of course. Encouraging players during and after sessions helps get them pumped about the game. A lot of modern games even weaponise this sort of support with ‘fan mail’ mechanics, Team Pool, bonuses for spending Hero Points on other players. Basically this kind of positivity all round is good.

26 – Which RPG provides the most useful resources?
Spycraft, specifically Spycraft 2.0.

The later edition of Spycraft was a book large enough to kill a bear with a single strike, filled with enough rules to warn you not to dare read it front to back like a normal textbook. As such, the resources were a godsend.

The gear tables had a separate PDF to print out, there were character sheets, dynamic initiative sheets and regular missions which could be downloaded for free from their site (three of which were written by me, admittedly).

It’s a game which is pretty huge and clunky by today’s standards, but I loved the support it received. It helped me run multiple campaigns across the two editions, as well as tons of convention games.

If we’re looking at ‘live’ games, then there’s Dungeon World, which has a wealth of resources in the DW Tavern. Enough for me to make a massive kit.

27 – What are your essential tools for good gaming?
Index cards. Admittedly post-its will do in a pinch, but index cards. They’re great for:
Sessions – Just sketching down scenes which need to be hit
NPCs & Monsters – Stat blocks, interesting details
Maps – I love being able to make maps with index cards and move them around. That’s why Inventory Quest uses them, why my Mario Kart RPG will and my Assassin’s Chores one will use cards roughly the size of them
Random stuff – Aspects in Fate, table tents for names, items to hand out
The X Card – Having one index card in the middle of a table and even the act of drawing it while describing it gets attention when you’re starting a game with newbies.

I may have an index card problem. Just a bit. You can’t tell, can you?

28 – What film/series is the biggest source of quotes in your group?

A long time ago it used to be Monty Python. I used John Wick’s white/black token jar idea just to curb that as it would get done to distraction.

These days I don’t know if there is anything like this. Dark Heresy had a lot of, “take off and nuke the place from orbit,” which is what actually happened to a vast amount of worlds.

In the past there’s been a lot of Aliens, Lord of the Rings, Firefly and so on. You know, indicators of geeks of a certain age and influence-base. I guess as tastes have grown and diversified, as players are much older and younger, it’s less easy to pinpoint uniting factors like this.

29 – What has been the best-run RPG Kickstarter you have backed?
There are a few contenders here, maybe because I’ve backed way too many projects.

Blades in the Dark had a beta document which regularly updated, clear updates about what was happening.

Monsterhearts 2 was radio silent for a lot of its’ journey which is good and bad. The radio silence made me question what was happening. Still, the updates were great when they hit. Avery did a lot of research into what to do and presented information, kept frank about certain issues and delivered really promptly.

Bluebeard’s Bride was evocative with each post having fictional snippets in each update which were so good.

Cthulhu Dark only closed recently, but content has been landing fairly regularly. The Cthulhu Dark 0 book was a good start to see the project and even though video games have me wary of ‘season pass’ content, the material here has been great.

Fate was possibly one of the best value for money Kickstarter campaigns, with so many books launched out of it, some of which I’ve received earlier this year, having thought everything was already released. 7th Sea is proving to be pretty similar to Fate for sheer value of content and support during and after the campaign.

I think there’s an amount of balance needed in what’s done:
* Updates which are regular enough to remind you of the project but not so frequent they’re off-putting
* A beta or demo document really early on, to give people a test of your rules
* Coverage on podcasts – Spire, Bluebeard’s Bride and Damn the Man were featured on multiple podcasts during their campaign and that helped entice me into backing them
* Written support online – Here’s where I’m a dick for not finishing my Spire preview before the campaign ended, but Brie Sheldon’s normally on this way better than I am. Her ‘five questions’ have turned me into a backer before, as have SUSD’s previews in their news section.
* Fluff – Being pretty and/or flavourful in the campaign helps. They’re not essential, but sell the style of the game. This doesn’t even need to be a video, although the presence of them shows you’re putting the effort in.
* G+ – A lot of Kickstarters I’ve been on have had G+ communities which are great at providing hype, direct interaction with designers, hacks and updates outside of the official ones on the KS site. Spire has a Discord, which has covered this sort of role in a slightly different way.

30 – What is an RPG genre-mashup you would like to see the most?
Oh, I am so well-served by the RPG scene these days. Drow revolutionaries getting sloshed and fighting? Teen superheroes getting into scrapes? Hacks of games like Noirlandia allowing (similar but legally distinct) Mushroom Kingdom film noir mean existing games have a ton of scope to be playing with.

My main genre things are: Teens, Superheroes, Swashbuckling, Trash Supernatural, Spies and Feels.

So maybe add dinosaurs to one of those. Like dinosaur superheroes or pirates, or spies. There we go, Dinospies. Give me that, world, and it will be glorious.

31 – What do you anticipate most for gaming in 2018?
I would like to get one of my microgames finished and published somehow. I want to run more one-shots for randoms at Dice Saloon and for my group. My home group’s changed a lot in the last few months and I hope it keeps going through 2018.

In the RPG world:
This year saw the adoration of PbtA evolve into versions further and further away from its’ original form or use separate systems as a counter to that. More of that evolution and change in the landscape would be cool.

Kickstarter will still be big. A lot of companies and designers have really honed their methods of making RPG Kickstarters. It seems like it’s been a good business model for a lot of games. There will always be some people jumping the gun with their project or coming up with something unwieldy, but that’s how it goes.

We had Misspent Youth and Spire as tales of resistance in a world where it’s becoming more of a necessity. I reckon we’ll see a few more attempts to examine our current global climate. Most will be well-intentioned and hopefully a few of them will be good.

I worry that this is a tiny industry with little scope for gaining new players, so something I would like to see is more outreach to folks. I admit with Who Dares Rolls part of my aim is to point board game people at RPGs in ways which show how fun and not at all daunting they are. The same with Free RPG Day, where I was able to run games for first time players, which was a wonderful experience. Wil Wheaton’s Tabletop having a couple of RPG episodes was good too, but how do we grow out of just being board gaming’s weird little sibling?

I hope that we’ll see a lot more inclusion in gaming. While White Wolf’s new incarnation seemed to be filled with horrendous edgelordisms and hatred of the people taking part, Wizards of the Coast really made an effort to show that these games are for everyone. That’s good, so more of that, please.

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RPG a Day, Part One

RPG a Day

For the last four years there’s been a thing on social media called “RPG a Day”. I’ve been trying to keep up with it this year on Google Plus and thought it would be good to compile my answers here. This post is for the first to the sixteenth of August.

1 – What published RPG do you wish you were playing right now?

Right now? Dungeon World. It’s been a while since my last campaign and I’ve been discussing it with my former GM, Graham, who is learning to run it. I’ve also been hearing stories from one of my current players who ran it for some of his students. I really want to be running it now.

Dungeon World Cover


2 – What is an RPG you would like to see published?

A spy game, but lighter than SpyCraft 2.0. I loved it, but I develop hives when I see that many pages in a game book and that many tables these days.

I tended to run SpyCraft First Edition as somewhere between 24, Alias and Metal Gear Solid, so something which embraces the dafter side of spies that play things seriously instead of looking for any kind of real world accuracy.

Spycraft Table

3 – How do you find out about new RPGs?

The blog of Brie Sheldon as they seem pretty in touch and on it as far as good new games. The Gauntlet podcast which has caused too much damage to my wallet. I keep an eye on Kickstarter projects.

4 – Which RPG have you played the most since August 2016?

7th Sea Second Edition. At eleven sessions it’s just slightly longer than our usual campaigns. As a lifelong GM with few experiences as a player, it was nice playing in one of my favourite settings with a lovely new system. I’ve been writing up the sessions here.


5 – Which RPG cover best captures the spirit of the game?

The literalism of Blades in the Dark’s special edition, along with how very pretty it is. Look at it, the twin blades as the only points of light, the tome-like quality. It’s dark and spooky, which is perfect for the game.


6 – You can game every day for a week. Describe what you’d do?

I’d go through the many shorter games which I’ve not had a chance to play yet and try them all out. My collection is way too big and while many are small, I simply haven’t had the time to give them a go. Seriously, this is just a quick glance at my ‘indie games’ folder.

Collection oneCollection Two


7 – What was your most impactful RPG session?

I was a player in a homebrewed system by my friend Andy. He wanted to run a kind of crime-based Tarantino-ish game. We did a couple of seasons, each with Raveonettes-inspired names.

They were dark, but comedic at the same time. The first one, “The Day I Shot Your Heart”, had a chase and a fight in an old circus. One of the group was an asthmatic mobster who slept with his gun and inhaler under his pillow, inviting a tragic accident.
The second was, “Pretty in Black”, with a mostly new group. My character was a scumbag hitman called Johnny Shades, who’d just about survived the previous game powered by expired Serbian painkillers and a trunk full of coke.

We were doing some low-level mook work, trying to find out about a twisted pair of crime boss siblings. I had to interrogate a mechanic who was pretty mouthy. We roughed him up and got what we could. Then I shot him. We needed rid of the guy and given the game, given our characters, it was expected.

I asked whether I needed to roll. We’d got used to the system and my character was good at gunplay, so he’d be rolling higher than the rest of the group.

Andy said I didn’t need to roll. I just kill the guy. He described the ease by which Johnny finished the mechanic off.

I froze up, shocked at what just happened. How easy it was to end a life, admittedly a fictional one. This was an NPC, one with a name (time has eroded the exact name, but Johnny Shades sure as hell knew it). Dice acted as a kind of moral shielding, blocking me from how terrible an action I was taking because I could roll badly, the enemy could roll well. It was gone and I was just left with the bare horror of the action I took.

I’ve often thought about that, both as a player and a GM. There’s a lot of power in not having to roll, “Say yes or roll the dice” and all that. Well you don’t always need to roll and while that’s liberating, it’s also daunting when it comes to things like straight up murdering a defenceless person. It’s something which taught me about combat, murder and our interaction with it in games.

I found D&D and older RPGs often encourage the ‘murderhobo’ kind of player sociopathy. This made it interesting seeing how this moment made me question combat in games, the need to roll dice as part of an action and whether they’re necessary in a game.

Pretty in Black

8 – What is a good RPG to play for sessions of 2 hours or less?

I like the idea that you can run a lot of PbtA games at conventions for only a couple of hours and I’ve come close, but I waffle a lot so they’re off the table.

Dread’s good, but I’ve recently had a game where because of the tower pretty much refusing to fall, things went on about twice as long as any other game I’ve had.

My two suggestions are the following:

The Final Girl – Now where Dread has the chance for death, this strictly manages death. Every scene a minimum of one person will live and a minimum of one person will die. It cuts things back quickly and draws focus narrower and narrower as the game continues.

One Ugly Motherfucker – This lasted 90 minutes exactly, the minimum time for a film to run. That’s apt as this is a Predator RPG. You play a bunch of macho characters with a Loud/Quiet balancing stat like Lasers & Feelings’ core stat. In this, you set up challenges and a monster closes in on the characters. Things flip a bit near the end, giving the remaining hero a little more power than the victims in Final Girl.

There, two games with a similar style, both very good at funnelling the gameplay into narrower play as you progress.

I reviewed Final Girl here and One Ugly Motherfucker here.

9 – What is a good RPG to play for about 10 sessions?

Most of them, right?

I love a good one-shot for its ability to tell a whole story in one go, but it’s really satisfying to be able to have a ‘season’ of a game with a beginning, middle and end.

Blades in the Dark has been fantastic for showing how you and your gang evolves over time, as well as the repercussions for actions the group takes. In my game, the group have managed to get a good force but with very few people. They’ve decimated one of the gangs in their neighbourhood which summoned someone mysterious buying up all the damaged property and encouraged Ulf Ironborn (now a vampire thanks to the group) to get more hostile. The growing saga and the toll taken on the group couldn’t be expressed in a one shot.

As a fan of teen drama, I want to run a campaign of Monsterhearts rather than just one-shots. The idea of having the evolution of a bunch of characters over a longer timeframe feels like it could be very satisfying, as well as quite bloody.

10 – Where do you go for RPG reviews?

Not many places these days, so I’m hoping other peoples’ responses will add a few places to my RSS feed. It’s something I want to be better at with at Who Dares Rolls. Shut Up and Sit Down do the occasional RPG review. On G+ I try to keep an eye out for anyone posting reviews, although they tend to be posted directly to G+ or on individual blogs rather than a specific site.

I tend to use other media: whether they’re actual play podcasts or shows like The Gauntlet.

On YouTube I’ve found very little, I think just Game Geeks with Kurt Wiegel.


11 – Which ‘dead game’ would you like to see reborn?

This one’s a little odd, as it’s kind of being reborn.

I loved Alternity. The system was a little fiddly, but I adored Star*Drive and Dark●Matter. We had a few campaigns in those worlds, I bought the novels set in them. It was great.
Star*Drive was basically about a section of space in the year 2501 which had been cut off from the main galactic governments for 100 years and gone a bit weird. Two planets were still fighting the (now long-over) galactic war which isolated them. A prison planet let everyone out when they realised backup wasn’t coming. The Lighthouse, a mysterious teleporting station (long before Mass Effect’s Citadel) was a hub of activity. It was Firefly meets B5, meets Mass Effect and a tiny bit of Starship Troopers.
Then Dark●Matter, which was “If X-Files was a whole company”.

I loved them, so when I saw Alternity was being resurrected on Kickstarter, I was pretty pumped. Then I saw the product. The rules are streamlined in some sections and even more fiddly in others. The settings are (probably for licensing reasons from WotC) entirely gone.

While it has an original designer, it doesn’t feel at all like the Alternity I grew up with and loved for so long.

What I’d love to see is Star*Drive and maybe Dark●Matter as either system-agnostic books or an Alternity system with maybe half as many skills or a simpler way of generating characters which won’t terrify players as much as having to list your trained and untrained skills back in the day.

Star Drive

12 – Which RPG has the most inspiring interior art?

Dead of Night Second Edition has some fantastic art, which was even given away as postcards at conventions.

First edition’s art was cute but pretty rough. Still, I enjoyed the hell out of the games I played and ran. DoN Second Edition was not playing around. From the evocative cover (especially as the game I played once and ran a bunch of times was a werewolf-based one).

The game was fairly simple, so as well as the system, there were essays on horror and tons of plot hooks. The main interior art panels were fictional horror film posters, each one nicely evocative and with plot seeds within the book.

As I said, there were postcards handed out at conventions. It must have been Dragonmeet where I picked up my copy from the author, Andrew Kenrick, who’d GM’d for me a few times there. I thought the postcards were just tangentally-related fluff, but ended up using them in some of the games I ran.


13 – Describe a game experience that changed how you play?
The Buffy RPG by Eden Sutios. It taught me a lot of skills which I found codified in story games later on.

I was a massive fan of the show and thought it’d be a harder sell to my group than it was. From there I started planning episodes, which would each be a self-contained session compared to the endless slog that our Hackmaster 4th Edition game was, ending when we timed out at the end of a Sunday afternoon.

We had a Big Bad and I laid seeds out through the episodes. We also had character arcs. Some of the characters fell in love, got frustrated at each other, had moments of pensive angst.

The love triangle… ah, the love triangle. The Zeppo re-enactment nerd and the jock werewolf both had a thing for the visiting werewolf girl who turned the jock. It was brilliant, brutal and punched a bunch of us right in the feels. Bleed, as Kate Bullock calls it. No one came away from that encounter well or in a good light. It was perfect.

It brought a lot of the ‘fiction first’ play which my group would be based around, even though we didn’t know it at the time.

It also brought the idea of fan-casting and soundtracks to my group, both of which have often been staples of my RPGs. I even made cards for the Buffy CCG which were based on our campaign.

Brighton and Preston cemetary

14 – Which RPG do you prefer for open-ended campaign play?

I’ve got a couple of nominations here.

Dungeon World is perfect for open-ended campaigns, with Fronts framing a challenge but not railroading players in a specific direction.

My first campaign, set around the land of Wall, had players draw landmarks, cities and mysteries. This meant that there were threats to investigate or bump into all around the world and potential for escalation or evolution of them. The second, set in a high fantasy Mega City One called Exodus. I had the players establish certain sections of the city of cities, as well as the rules of their district.

Hunter: The Reckoning was great for open-ended gaming for my group. I created a small town with a few secrets, had the players stumble into their imbuing on one night and a Twin Peaks-ish mystery to solve relating to it. As the game went on, there were a few things in their town and the nearby city which they could delve into with however much or little attention as they wanted. There were some repercussions for things abandoned, such as the golf club which they let the vampires run or the wayward-led murder cult which butchered some supernatural contacts of the group. There were two later seasons, each set seven years after the previous one (and shifting from Hunter: The Reckoning to Hunter: The Vigil).

Hunter The Reckoning

15 – Which RPG do you enjoy adapting the most?

World of Darkness, specifically the nWoD/CofD version.

I loved the old World of Darkness, but it was a right bastard trying to get it all to interact. nWoD fixed that by having a basic system for normal humans and then the splats. It meant you’d make normal people who happened to be monsters, instead of superpowered beasties from the get-go.

It also meant that you could modify the system and use it for whatever you wanted. Tales of shifting morality and personal horror were the main directions to go, but that was fine, I used it for that.

I ran three seasons of Amnesiac City, where characters built their characters as they went. They were in a city of a million people with no memory, armed with a random object each. Then, the monsters came out at night.

I also used it for a high fantasy game, converting what had been a D&D campaign. I changed skills, created magic systems and totemic powers. It brought a closer, more introspective view to the characters and the setting. In retrospect I should have changed the morality system further.

AC New Logo

16 – Which RPG do you enjoy using as is?
Oh man, this is difficult. I was thinking maybe Monsterhearts, but I’ve run it twice and could easily see myself hacking it. I’ve not run 7th Sea Second Edition yet but might add elements from the Explorer’s Society.

Blades in the Dark is probably my current pick, as the mechanics and setting are bound together in a way that I love it as it stands and can’t see hacking it myself. I’m sure others would and the extra settings may change things, but at the moment it’s good as it stands.


That’s it for my first half of RPG a Day. Feel free to check out my daily entries on Google Plus, or come back here at the end of August for the second compilation.

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Hostage Negotiator Crime Wave – Part One

Lijah Ramone isn’t your usual abductor. She’s someone who appears to have no impulse control. She hit and killed a pedestrian on his way home from work; it’s still unclear whether that was intentional. What Lijah probably didn’t expect was the police car turning into the road at the perfect time to witness the crime. A high speed pursuit followed, ending with her swerving into an Arby’s, crashing through the window and taking the inhabitants hostage.

We’ve got three members of staff and five customers trapped inside with Lijah, who is armed. She’s incoherent and wants to get out ASAP, she has no other goal at this time. The situation’s escalated out of everyone’s control and this is why I’ve been sent in.

Hostage Negotiator Case 1 Lijah.jpg

Lijah: Attempt One

I selected the negotiator “Ana Langston” as she was the one on the conversation cards for the game. She would be able to spend some money in one turn in order to gain a free card later, when it might matter.

It started easily enough; I found out that Lijah wanted a fast bike to get out. Maybe she wanted to leave in style, maybe she thought she’d have a better chance against the police.

Things were patchy at first, but after a few wounded hostages were identified, Lijah was willing to give them up. Her anger kept flaring up though, and while she didn’t hurt any of her hostages, it slowed things down dramatically. She found a secret exit, possibly an old prohibition tunnel, but wasn’t willing to use it yet. She knew we’d rush the place if she tried to leave. Some little compromises on our side and a secret extraction while Lijah was distracted managed to clear all but two people out.

Then the Terror deck ran out. I was out of time with six hostages rescued and two left behind. Lijah won. Damn it. I realised I’d not used Ana’s ability at all, or felt like I had time to, so I switched to a different character.


An Introduction to the Game

Hostage Negotiator is a solo board game, which originally came out on Kickstarter. The theme appealed to me, being something outside of the orcs, zombies, Cthulhus or space kind of genre. I love those, but sometimes variation can really help. That’s where games like Viticulture can be a breath of fresh air.

I spent a lot of time on my own in early 2016, so I became acclimatised to a few solo games. A few of these were featured on Who Dares Rolls, even getting a, “Playing With Ourselves” brand. When I first saw the substantial, interesting-looking Kickstarter for Hostage Negotiator: Crime Wave, I decided to try the original game.

It was good fun, fairly quick and compelling, able to be played over breakfast or while waiting for people to come round.

Hostage Negotiator is a card-drafting game, where your hand consists of ‘Conversation’ cards. Each one gives you the outcomes of good, middling or bad die results. If you’re like me, you’ll get used to the bad results. You play cards, roll dice and hopefully keep the abductor’s temper down while generating currency to buy better Conversation cards. Anything played gets put back in the pile, so you’re not building a deck but investing in temporary resources.

Some cards are essentials, such as the, “Consider This…” card in Crime Wave, which lets you reroll a die when things go wrong. And things will go wrong.

Hostage Negotiator Case 1 setup

Crime Wave starts out the same kind of size as the original game, but grows from there. You get the cards for the Conversation deck, the Terror cards which add unpredictable events throughout the negotiation and a trio of abductors who each have their own mechanics.

Lijah, the abductor from my first attempt, had the smallest resources. Normally they have their own ‘major demand’ such as money, tenure or medical help for a loved one. Lijah’s hit and run followed by an impromptu hostage situation meant she only wanted to get out alive. She had no major demand, just escape demands, which grew and multiplied the more people left.

The Crime Wave box also included space for the original game (doubling the components I listed above), as well as having dividers for different card types. As extras, there were specific negotiators who could be picked for a once-per-game bonus, a card allowing the abductor to be a mystery to the player initially and seven packs with extra abductors. These range from a crazed CEO to a framed cop to a cult. They all look great and are staying in their packs until I reach them in my playthrough.

Oh, and there are achievements, which I do love in my tabletop games. Scythe had some, which were pretty cool. Sentinels of the Multiverse had some, but they got too numerous for me to bother with.


Lijah: Attempt Two

I picked a different person to take on Lijah; The Defender. This character was a cop who would allow me to reroll all dice if a Threat Roll would kill hostages.

I thought this was going to go far worse than my first try. Bad rolls meant I was generating very little conversation and Lijah’s mood was only worsening. I drew a couple of Terror cards where Lijah got really angry and then would calm a little the next turn. After the first one I panicked, lowered her temper and then the next one hit, which would have caused a death. One person did suffer her wrath though, taking a shot from the Terror deck. They couldn’t have been saved, which is always terrible and a harsh part of these negotiations.

Lijah’s demand was that she simply walk out. This meant rolling dice at the start of every round and if I got all ‘1’ on the dice, she’d leave, probably into police gunfire. Later she demanded a radio which I was more than willing to give to her, secretly extracting some hostages as we went. I played hardball with her and managed to keep her in a fairly good mood despite that.

I hit the final turn with two people left and once that happens, the cards you buy can be used for a final push. Lijah had a human shield, but the person was bleeding out. I asked for them to be surrendered to us. Miraculously I rolled two successes, allowing that hostage and the remaining one to be taken out. With no one else there, Lijjah had to surrender. Phew!

Hostage Negotiator Case 1 Complete.jpg


Next time, I’m going to deal with Barrett Mullins. I have no idea who he is, but he’s got a shotgun, so I’m sure this will end well.

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Crash Day and Traffic

The first novella in my Lightning series is out!

Seventeen years ago today, a spaceship from a war-torn planet brought several families of aliens to Earth. They all lost loved ones and gained super powers. They also learnt to hide amongst humankind and blend in.

A car crashes into Lena Parker, the sheltered and invulnerable daughter of the dead hero who brought the aliens to Earth.

Former teenage runaway Luke Far returns to school for the first time. He crashes into a rival family, the eccentricities of the school and spontaneous bouts of invisibility.

Then in the hospital, a man comatose for seventeen years stirs, watched by Kirsty Dwight, the black sheep of Fate Cove. When he wakes, the life these people made for themselves will never be the same.

Crash Day is the first of Lightning’s inaugural “Power + Irresponsibility” season. You can buy it at Amazon.


In addition to the novella, there’s free fiction. Today I’ve released Traffic, a story about a girl certain that technology’s out to get her. You can read it for free at Lightning Tales.

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I’ve delved into both politics and review copies of RPGs in the subtlest way possible, by taking on Trump and Putin in a role-playing game about a fictional retelling of three meetings between them.




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So You Decided to Spontaneously Combust in Front of Your Friends (A Beginner’s Guide)

Tempest 0

This is the first of the Tempest side-stories, about a family linked to Lightning but not currently part of the main plot. It’s a taster of the themes and concepts of Lightning, as well as being about an awkward teenager trying to impress a girl with fire. We’ve all been there, right?

Read the story here.

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Inventory Quest!

200 Word RPG

For the last few years there’s been an RPG contest about writing a role-playing game in 200 words or less. It’s a really interesting idea and the constraints have led to some great RPG concepts.

This year I had an idea for an RPG about two days before the deadline for the 2017 submissions wrapped.

My entry can be found here, but I’ve also presented it below for those of you who are interested:



The Paladin’s mind has been temporarily wiped and you play their well-meaning inventory who are guiding The Paladin safely out of the dungeon!

The Paladin can: Move and wield items with instruction.
The Paladin has: 5HP

The Sword: Attack x2, Cut, Parry, Threaten.

The Holy Symbol: Turn Undead x2, Inspire, Reflect Light, Summon Paladin’s Mount.

The Rations: Feed x2, Bribe, Distract Animals, Leave Trail.

The Shield: Defend x2, Dig, Deflect, Ride Shield.

Rope: Climb x2, Hang, Whip, Wrap.

Lantern: Light Area x2, Burn, Douse with Oil, Scare.

Create 2 rooms each on index cards, with 2 doorways and a challenge.

Sleeping Goblins
Minecart Ride

Shuffle and draw a room; its creator describes the challenge and rolls 1d4.
Between them, the players must cross off that many traits to solve it (+/-1 if it seems hard or easy). The Paladin loses 1HP if you can’t find a fitting trait or choose not to use one.

Move through each room to escape!

If the Paladin loses their last HP, they die and the goblins loot all the items. Narrate their grim fate!
If the Paladin escapes, narrate how he rewards you all for a job well done!


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