Showing posts with label pete. Show all posts
Showing posts with label pete. Show all posts

Wednesday, July 29, 2026

The First Rule of Monopoly Club Is...

Le Mans-themed Monopoly

What some of you may not realise about me is that my gaming interests aren't limited to just roleplaying games and skirmish wargames. Rachel and I also host a (supposedly) monthly Monopoly Club.

Joining us at the table are Clare and Pete, making this a kind of spin-off from the Tuesday Knights (our roleplaying group).

Pete is an insatiable collector of the many, many themed-Monopoly sets and so every time we get together we play a different iteration of Monopoly.

In the three-and-a-half years we've been going, we've traded property and bankrupted each other in the worlds of Looney Tunes to Stranger Things, Indiana Jones to The Simpsons, and Ghostbusters to Jaws.

This week we were playing on a Le Mans-themed board that Pete had purchased earlier this year at the actual Le Mans endurance racing event in France.

Our little group not only keeps a running league table of our various victories (and defeats) but also a table of our gradings of how well produced and how innovative these reskins of the classic game are. 

If you want to learn more about our adventures in board gaming (or just check out some of the eccentric hacks of the classic original board game), then please visit this blog's little sister site: Don't Talk About Monopoly Club (it's the first rule of Monopoly Club).

Thursday, July 23, 2026

Why I Embrace Random Character Creation in TTRPGs

The Adventures Of Superhero Girl by Faith Erin Hicks
"I didn't pick my superpowers, they picked me"
Careers have been made in the comic book industry by being able to dream up new and imaginative superheroes and villains, yet "point-build" roleplaying games expect players to do this - sometimes at a moment's notice - right there at the games table.

In this article about my general preference for random character generation, I have leaned into superhero RPGs for the most part as this is where I have largely encountered this issue.

The out-the-door epic scale of some comic book heroes, compared to the street-level 'normality' of others, also helps make my point about emulating genres, even if in an exaggerated manner. 

Sometimes a player will arrive with a preconceived idea for a character, but more often than not - especially if, for example, the players are not totally au fait with the superheroic oeuvre - there's be a lot of umming, ahhing and staring off into space before he or she cranks out a thinly veiled clone of an established, popular character.

This mental constipation can also lead to further frustration and ultimately taint a player's opinion of your campaign before the first adventure has even begun.

And this, for me, is what makes Villains & Vigilantes' random superpower generation system so wonderfully appealing.

Anyone can pick up their dice and within 20 minutes to half-an-hour have the outline of a unique character, ready to play.

It's quick and easy, but there also remains an element of choice - so the experience doesn't go to the other extreme and the player feels totally at the mercy of the gods of fate.

Under normal circumstances, that is playing the "rules as written" in the 2nd Edition Villains & Vigilantes of my youth, each player character gets 1d6+2 rolls across his choice of the five tables of superpowers (powers; devices; magic/psionic items; skills; and magic/psionics) plus a random drawback from the "weaknesses" table.

The player must discard one of his rolled powers and if he wants to drop his "weakness" he has to scrub off a second of his random powers.

Now, of course, the observant among you would have realised this can mean a character ending up with only a single superpower.

Back when we were running our superheroes as a play-by-(snail)-mail game at the dawn of time, we addressed this very issue in our introductory material:
"Whenever someone rolls up a character and then moans: 'But I only got one power! What use is flight?' ... stop and think. If you woke up one morning and suddenly found you could fly would your first reaction be: 'ohhh, boring, wish I could fire blasts of super-heated energy and fry people's skin off..."
You just have to look at classic TV shows like Heroes, No Ordinary Family or Misfits or the original X-Men comics to know that people with a single superpower can thrive in a superhero milieu if enough effort is invested by the writer/player into developing the character's personality and backstory.

On the other hand, game-wise, this striving for realism is often more an ideal than a true reflection of the game as it relies on the other players not having rolled up Superman, Dr Manhattan, or Captain Marvel.

Comic book superteams usually represent a broad spectrum of power levels, but there has to be some degree of compatibility and synergy between team members in a game - no one wants to be the Wonder Twin stuck back at Titans Tower, while the team are off facing Deathstroke or Brother Blood.

This, again, ultimately comes down to discussions between the player and the Gamesmaster.

If he genuinely believes his character is unplayable (or unable to gel comfortably with characters generated by the other players), it's quick and easy to start the random generation process again - rather than endure the mathematically complex juggling act of point balancing, min-maxing and optimisation that goes into "points-buy" character builds.

I've played several different supers systems over the years, but the most memorable characters I - and my peers - have created at the table have all come via the random generation process (e.g. my Acrobatic Flea, Steve's Silverfist, Pete's Hurricane & Brutus, and characters from other V&V games, such as Dave's Nightgaunt and Mark's Copernicus).

I guess my issue is with the idea of "wholly designed characters", and this pretty much applies to any genre, probably because I was introduced to gaming via "old school" Dungeons & Dragons and Traveller.

Both of these systems employed - very different, but no less inspirational - random character generations methods.

I really admire the random "story path" method of character creation in Traveller (yes, your character used to be able to die in the process and, no, they no longer can), but also the fantastic 'group' method of random character creation in Beyond The Wall & Other Adventures from Flatland Games.

This clever folk fantasy system sees your party creating its home village as part of the character creation process, as well as weaving meaningful connections between all the player-characters which, in turn, influence their starting statistics and abilities.

Meanwhile, I have friends who draw Tarot cards to stimulate ideas for their character's personalities and I don't see random generation as being any different.

When it comes to superheroes, all the major teams (such as Justice League, Avengers, Watchmen, Teen Titans etc) feature characters with a broad range of power 'levels' and abilities.

It's only certain structured teams - such as the Fantastic Four - who could be seen to have roughly equivalent power levels.

But the FF are the exception, not the rule, as this "style" of team also tends to share a common origin story as well.

Generally I find that point-buy systems, without a degree of randomness, don't gel for my tastes and style of gaming.

The whole idea of artificial balance is ridiculous and fails to simulate either 'real life' (whatever that means to you, of course, in the context of sci-fi, fantasy, and superpowers) or the comics, novels, films, TV shows etc that your games seek to emulate.

Let's strip this down to ridiculous basics: Players A and B each design 100 point characters; Player A just uses the 100 points and takes no weaknesses, but if Player B takes "heavy smoker" for a bonus of 10 points or "terminal illness" for 50 points, why should Player B's character then have more powers and abilities than Player A? It makes no sense.

I'm not saying character's shouldn't have weaknesses (in fact, as with V&V, I like the risk of random character weaknesses), I'm saying I don't see how the 'reward' for taking them in a point-buy system reflects any degree of verisimilitude.


[Footnote: I strongly recommend you check the highly entertaining Adventures Of Superhero Girl, from 2013, by the talented Faith Erin Hicks, for a wry take on the idea of superheroes with real lives. I can't praise it highly enough - just read and enjoy!].

Wednesday, July 22, 2026

EPISODE SEVEN: 'Relaxing Cruise' Ends In Cretaceous Chaos

SS Endeavour
After escaping the sinking of Atlantis, Onyx's seaplane - The Wave Hopper - needed serious repairs and so we headed for Bermuda for a rendezvous with our old friend, The Governor (who we'd previously rescued from Nazis and dinosaurs... it's a long story).

We also sought some much needed rest-and-recuperation at The Explorers Club, although they had other ideas.

Oynx decided to stay in Bermuda to oversee the repairs [as Mark, her player, is currently unable to join us for our monthly games] and so, after some socialising with the muckety-mucks of the British colony, we took a supposedly easy job from our sponsors at The Club.

Our task - which was described to us as "taking a relaxing cruise" - was simply to sail to Mexico to collect some Mayan artifacts from the Yucatan Peninsula and then transport them back to New York.

We'd been booked passage on an old tramp steamer, the SS Endeavour, under the auspices of one Captain Redgrave, a most amenable fellow.

Captain Redgrave
Unfortunately - and yet not wholly unexpectedly - not long after we set sail a mysterious swell started buffeting the ship, rising to a violent storm that tossed the Endeavour about so much that eventually all the crew and passengers were knocked unconscious... leaving the ship to drift.

When we all awoke the next day, it was about noon, the sun was directly overhead and everything seemed to have calmed down.

Conversing with Redgrave, though, we soon discovered that the ship's compass wasn't working, and when Buck (my explorer) checked his own that wasn't working either. We even went to the effort of making a third, basic, compass... but to no avail.

After a considerable time passed, we all realised that the sun hadn't moved, meaning navigation was going to be a major issue. [NB. This is a phenomenon, I believe, we first encountered when we travelled through a portal to an alien world in our July, 2021, game].

Further consultations with Redgrave led to a decision to head nominally west (or where we thought west was), with Buck stationed at the prow using his binoculars to sight land.

There was definitely something - small - on the horizon, but it was blurred by a heat haze.

But, at least, it gave us something to head for.

What no one expected was the sudden arrival of a vicious and hungry plesiosaur!

[NB. This was not our first plesiosaur. Earlier in the campaign, Tessie, Lake Tahoe's lake monster, turned out to be one. We met her in our April 2021 game, when we were in an apocalyptic, 1950s story arc].

It's big rubbery neck and terrifying teeth were tearing crew members apart, even while Dick (Kevin's crackshot ex-G-man) was riddling it with bullets... and I was not. Freya (Clare's photojournalist) was getting some excellent pictures but when a couple of seamen went overboard, she led the rescue efforts.

Buck ran back to his cabin to retrieve his hunting rifle, as Freya threw a line to the surviving sailor in the drink, Bob, and - assisted by a couple of other crewmen - pulled him up onto the deck and away from the dinosaur's wrath.

I think Bob has taken quite a shine to Freya. Let's see how that develops.

By the time Buck returned, Dead-Eye Dick had managed to put a bullet in the beast's brain, causing the dinosaur's corpse to slide back into the water.

The Endeavour had taken a lot of damage, but Redgrave was determined to get it to the island ahead of us that had now come into view.

He powered the engines as best he could, but things were not looking - or sounding - good.

To add to our troubles, a couple of smaller plesiosaurs had scented blood in the water and were swimming towards our sinking ship.

When the engines finally gave up the ghost, Redgrave ordered everyone to abandon ship in the two lifeboats.

Bob and another sailor, Smudge, joined us in one, while the Captain and the remaining crew took the other.

Bob and Smudge rowed for their lives as Dick and I tried to provide covering fire for the Captain's boat as the plesiosaurs targeted it.

The second lifeboat was lost with all hands
Sadly there was little we could do and that lifeboat - and all aboard - were lost to the monsters, but their sacrifice allowed us time to make it to the tropical island.

And what a beautiful island it was. White beaches, palm trees, and noisy wildlife in the tree tops.

Buck spotted a trail through the jungle - and then a line of smoke rising in the distance. We were not alone. 

But for all this death and carnage, Buck was buzzing with excitement as he was putting the clues together. Had his lifetime obsession with finding the "Hollow Earth" finally come true? The compasses, the dinosaurs, the static sun, the Bermuda Triangle.

However, as he led the group down the trail, his sixth sense alerted him to some danger... sadly, too late, to avoid the two pair of [Jurassic Park-style] velociraptors that targeted the weakest links in our party: the two battered seamen.

[NB. We first met velociraptors on a mysterious island in our April 2022 game when the plane we were travelling in was forced to land after a tussle with German agents]

We made short work of these escapees from the Cretaceous Era, but Smudge was a goner. Bob, however, earned the nickname 'Lucky Bob' after he fended one off in unarmed combat and escaped without injury.

The trail led to an ancient wall, behind which we could hear the familiar tones of orders being barked in German.

Peering through a crack, we saw Nazi troopers, a submarine (sporting a peculiar dish on its conning tower) in a lagoon, ancient ruins, native huts, and enslaved local "ape-people" being forced to dig for "something".

"We never seem to get a break, do we?"

- Marion Ravenwood, Raiders of The Lost Ark

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - NPC
DIRECTOR:
  • Pete
Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.

Saturday, July 11, 2026

When Science Meets Fiction, Reality Sinks Atlantis

Photo by Paolo Resteghini on Unsplash

In homage to Pete's recent OUTGUNNED Adventures campaign, in which  our characters found - then sank - Atlantis, I thought I'd share these two videos from geek architect Dami Lee.

Here she uses mathematics and physics to investigate Plato's description of the fictious city, and, unsurprisingly, the numbers don't add up.

But remember, gentle reader, to never let facts get in the way of a good story...

Friday, July 10, 2026

It's A Marathon Rather Than A Sprint: Why I Will Always Champion The "Forever Campaign"


Trawling back through his archives recently, I found myself agreeing with the sage wisdom of Grognardia's James Maliszewski, in his pontifications on a subject near and dear to my heart: the desirability of long-running campaigns.

I've mentioned a number of times on this blog my personal white whale: my dream of an open-ended "forever campaign", which I have long-considered the definitive expression of our hobby (certainly where Dungeons & Dragons-style games are concerned).

Inspired by the early practitioners of our art (from Gary Gygax's Greyhawk via David Hargrave's Arduin to Dave Arneson's Blackmoor), I'd always felt this was how the game was meant to be played.

Characters should live, grow old, and die (either in battle or in the comfort of their own keep) during the run of a campaign, but the world always carries on. Characters have long and storied careers, then retire, raise castles and families, become legends, but the world always carries on. 

The world shouldn't 'end' when a particular adventure ends (unless, of course, it's an apocalyptic adventure such as I concocted for the Tuesday Knights in The Chronicles of Cidri).

Modern campaigns, to me, feel like they have a story to tell and once it's told, it's time to pack things up and move on to another game.

For instance, while I loved playing my human fighter Syr Edvard in Simon's Dungeons & Dragons 5e Curse of Strahd campaign, we knew from the moment we stumbled through the Mists into Ravenloft we were destined to ultimately confront the vampire lord Strahd and try to free the land from his grasp. 

Us and the thousands of other gamers who have - and will have in the future - played through this campaign book, all following roughly the same story.

The details may vary, both in the plot and how the character's react, but, ultimately we all have a single primary objective.

The current crop of campaigns from Wizards are designed to take characters from 1st to 20th level, in a compressed period of time (10 to 18 months of weekly games, I believe), and then those characters go away, and new characters are "designed" (not generated)  for the next book-length campaign.

Ultimately, we are telling the story that Wizards wants us to tell. And that's okay, if that's how you want to play Dungeons & Dragons. And a lot of people do, I get that.

These are blockbuster movies, whereas my gaming interest lies more in the direction of the on-going soap opera, a marathon rather than a sprint.

I look at Robert Wardhaugh's famous four-decade spanning campaign, and the original campaigns I mentioned above, and that's what I want a piece of.

I like the idea of a sprawling, living, setting where the characters create their own story, rather than characters being created for a story.

I, again, cite my own Chronicles of Cidri as a small example of what I have in mind: when I began that campaign (taking over the reins from Pete a few sessions in), I had no end goal in mind, there was no set objective for the characters. A string of events - all driven by the player-characters (knowingly or unknowingly) - led to the final apocalyptic battle and the destruction of the world.

If Clare's character hadn't fallen under a certain curse and then hadn't chosen to trust the untrustworthy Witch of The Woods the campaign - and the world - would have turned out a lot different.

James pulled out a brilliant quote from 'noisms' of Monsters and Manuals:
"We need long campaigns. We need to sit down with the same group of people on a regular basis over the course of years, telling the kind of stories which require concentration and thought and, above all, loyalty; stories which gain their own momentum through peaks and troughs, ebbs and flows, ups and downs and ins and outs; stories in which the events which happen matter because they have a context and a background and an unknown future waiting to be discovered. We don't need the inconsequential frippery of the one-shot; we need time."
However, 'noisms' also wraps up his own commentary on the need for long campaigns, thus:
"Almost everything worth doing, knowing, reading, hearing, feeling or saying in life has the character of being unobtainable via shortcuts except in a form which diminishes both you and it. Why would you expect RPGs to be any different?"
While I have been known to enjoy an odd one-shot as a palate-cleanser, a way to explore new and different rules ideas, I want my players' characters to become enmeshed in their game-world, there to live and breathe, rather than drive one single plot forward at breakneck speed.

In his article, James said:
"A multi-year campaign is, I think, the ideal form of most roleplaying games ... and by "ideal," I don't mean some unattainably lofty goal but rather the most desirable and satisfying version of this type of entertainment."
I realise my time on this Earth is finite, I'm heading towards my sixtieth birthday later this year, and I'm plagued with a host of health issues that fate has foisted upon me.

If I'm lucky I have the time - and energy - left in me for one last, massive, sprawling campaign in the manner I aspire to. 

This is why I remain staunchly zealous (almost certainly to an annoying degree at times) about protecting the Tuesday Knights' precious, monthly gaming slots.

I'm still quite adamant that while we are bound to "one RPG session a month" (meaning a maximum of 12 a year, and we rarely achieve that for sundry health, family, and work reasons) I want to play (or, more crucially, run) something with the potential to become this kind of open-ended "forever campaign".

I'd love to see characters invested in something other than an "overarching plot", putting something back into the game world, be it building a castle or a dam, seizing a crown and struggling with the mantle of rulership, getting married, growing their dynasties etc

There would still be the grand expeditions, the megadungeons to loot, the Big Bads to slay, but between all this the characters would have lives, dreams, aspirations, passions, and growth that might not be measured in experience points, but would certainly make their personal stories more rounded and interesting.

Of course, I realise if I'd just stuck to my guns when we launched the Tuesday Knights, back in 2008, and kept my initial Castles & Crusades campaign going, there's every possibility that I would be running such a "forever campaign" as I dream about. 

But there's no point having regrets over my stupidity back in the day. At least, it was a learning experience. Albeit rather late in life.

I'll let James have the final word on the subject of extended campaigns, quoting one of the founding fathers of our glorious, and occasionally frustrating, hobby:
"Indeed, I'd argue this is the way D&D at least was intended to be played, as Gary Gygax states in the foreword to OD&D: "it is the campaign for which these rules are designed."

Wednesday, June 24, 2026

EPISODE SIX: Atlantis Found and Lost Again

Professor Kasper Wieloch, the magical trident of Poseidon, and the scary tentacles

PREVIOUSLY ON OUTGUNNED ADVENTURES: Having found the lost city of Atlantis, our heroes pick their way through the abandoned houses and temples, dodge traps and eventually find themselves in an underground amphitheatre. There they come face-to-face with their old nemesis Kasper Wieloch, a unit of Nazi soldiers, and mass of giant, squirming tentacles.

And that's when the shooting started. We were on one side of the amphitheatre, the soldiers and Wieloch - dressed in some strange (Atlantean?) robes and chanting in a language we didn't recognise - on the other.

Rising out of the water in the basin of the amphitheatre was an altar bearing a clearly supernatural trident.

Our heroes (at the bottom) face off against a unit of Nazis and a wannabe wizard

As bullets zipped to and fro, and we were able to pick the Nazis off one-by-one, Wieloch strode forward and grabbed the trident. Much to his obvious shock, he found himself bathed in a crackling electrical field that was clearly causing him incredible pain. 

Freya (Clare's photojournalist) took a pot shot at him, but the field encasing the professor also acted as some kind of shield, deflecting Freya's attack.

Buck (my explorer) and Dick (Kevin's ex G-man) continued to pepper the soldiers with well-aimed shots, but then Wieloch suddenly underwent some otherworldly transformation as his eyes turned white and his facial expression contorted into something demonic.

Hollering in an alien tongue, he appeared to command the monstrous tentacles to destroy the structure we were all in - oblivious of his former allies.

As the ceiling began to fall, the soldiers scattered... heading our way (the only exit now).

Using my keen, hunter's observation [and a Luck point], Buck quickly studied Wieloch and the "force field" around him, and realised that the electrical screen didn't extend to the trident itself.

Taking a deep breath, Buck remembered the killer shot he had taken in Antarctica many months ago [during Pete's previous Hollow Earth Expedition iteration of this game, back in February 2024] to blow up an Elder God, exhaled and pulled the trigger.

The trident exploded into many splinters, the tines fell apart and the shaft cracked, and almost simultaneously - as Wieloch's power waned and disappeared - the tentacles wrapped themselves around the possessed professor and, with sickening rending, popping and crunching sounds rent his body into a million pieces.

My colleagues traded a few more shots with the soldiers, then I barked over the sounds of gunfight and falling masonry that we might as well make a break for it as there was nothing more we could do here.

Pursued by the Germans we raced back over the star bridge - Buck carefully guiding his friends where to safely step - and headed towards the exit.

The Nazis, of course, weren't aware of the animated statue trap on the bridge and we heard their screams as they discovered its lethality. 

Further on and almost out, we tried to jump the open pit trap that was blocking our escape, but we were all tired by then and only Freya got out of the six foot hole with her dignity intact. Both Dick and I managed to hurt ourselves in the fall, but mainly it was our pride that took the most damage.

As we pulled ourselves out, the remaining two Nazis came barrelling into the room. One went straight into the pit and so Dick shot the other.

As the violent shaking of Atlantis - probably caused by the monster that had eaten Wieloch - increased, the sea levels rose, and tremendous cracks appeared in the roads and buildings.

We raced to our waiting sea plane, where Oynx (our NPC pilot) was struggling a bit to get the engines started.

Climbing into the plane, we said: "Oynx, take us home." And with assistance from Dick and Freya, she was able to fire up the twin engines and get the plane into the air.

Behind us, the ruins of Atlantis sank beneath the waves. Leaving no evidence that it had ever been there!

No evidence... except the plain, wooden cup Freya had picked up during our initial exploration of the island.

We had otherwise escaped largely unscathed, but Dick had taken a bullet in the shoulder during that final gunbattle that would leave a nasty scar.

Little did I realise, at the time, that that last Nazi had somehow survived and, of all our group, he had sworn a blood oath against Buck Hannigan to seek revenge for his fallen comrades.

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - NPC
DIRECTOR:
  • Pete
Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.

Wednesday, May 20, 2026

EPISODE FIVE: All Roads Lead To Doom

Atlantis
PREVIOUSLY ON OUTGUNNED ADVENTURES: When we last saw our heroes their aircraft was just emerging from a supernatural storm and in front of them lay the lost island of Atlantis!

As Onyx (our currently NPC pilot) banked the seaplane towards the island, we heard, aft, a loud cracking sound in the air. Looking back we realised the zeppelin had been struck by lightning, but - even more terrifying - it was now in the grasp of indescribably large tentacles that had arisen from the water and were squeezing the life out of the German craft.

Piercing the 'energy shield' over the island, we inspected the ruined and abandoned Greco-Roman city as we came in to land in the calming sea on the far side of Atlantis, parking the plane up on the beach so we could go exploring.

Onyx stayed with the plane - just in case we needed to make a hasty exit.

It soon became clear that the city had been abandoned by its populace - suddenly - a long time ago. The houses were falling down, furniture turning to dust, nature slowly reclaiming it all with encroaching vines.

Freya (Clare's photojournalist) was absorbed by the archaeology, while Buck (my explorer) and Dick (Kevin's former G-man) listened out for German survivors and any remaining natives.

Eventually we made our way up a main thoroughfare to the giant bronze gate barring the sturdy entrance to the central temple.

The door of four faces
As we approached, a poem was seen, carved into a wall, which Freya was able to translate:

"To face the sea, you must
catch the rising wind
follow the lesser stars
fear the darkened depths
"
This sparked much discussion as to its meaning. We suspected it was a series of clues to solving any challenges we would have to face, But even the first four words took us a while to get our heads round - until Dick suggested it was "face" as in "confront" rather than "look at".

"Catch the rising wind" was clearly connected to the brass door, which was cast with four identical faces, their lips pursed in a blowing fashion (see picture above).

Using my lighter I detected a breeze from the left mouth and the bottom one, then Dick accidentally set off a pit trap when he probed one of the orifices with a rolled-up leaf. Thankfully, the only thing bruised was his dignity. 

After a lot of mental gymnastics, together with our vast selection of skills and feats, we eventually cracked the code and Freya had to suffer the minor embarrassment of putting her lips to one of the mouths and inhaling until there was an audible click and the door dropped down into the ground.

Beyond the vast bronze door was a flight of stairs heading down under the temple. As it was the only way we could go, we descended.

We quickly realised that the wall-mounted crystals were emitting light, some even set in small brass cages that we could lift off the wall and use as torches.

The further we went, we noticed a panorama of bas-reliefs on one side were telling a story: a boy finds a trident in the sea that grants him magical powers; he attracts a following, but as he older he gets corrupted by the enormous power; his followers rebel against him; the rebels kill the prophet and take the glowing trident to the temple; unfortunately calamity strikes and the temple is attacked by giant tentacles.

If this was a true record of the fate of Atlantis, we were very impressed that someone was so dedicated to their work that they stayed on to record the destruction of the city in stone as it fell down around them!

Reaching the bottom of the stairs, so that we were now at sea level, we found ourselves in an enormous cavern, bisected by a bottomless chasm, and crossed by a single stone bridge - that was adorned by three pairs of armed mermen statues.

The pathway across bridge itself (pictured right) was decorated with a panoply of star-shaped crystals, small, medium and large.

Buck thought he'd understood the "follow the lesser stars" clue, but treading on one of the small stars just woke the nearest merman statue. It swivelled round on its plinth to face Buck and tried to jab him.

Eventually, after another lengthy discussion, Buck and Freya were able to figure out what the patterns were (again drawing on their particular fields of knowledge).

Buck was then tasked with guiding his two companions across the cunning trap.

This was very tense [a LOT of dice rolling for me, with my colleagues' lives in my hands], but eventually everyone made it across - although I did stumble at the last moment and had to be pulled to safety by Dick and Freya.

On the far side of the bridge we realised there were no more crystals, but as we continued down the slope it actually began to get lighter.

Soon we entered a partially-flooded amphitheatre. We were just admiring the clear sparkling water when a massive explosion filled the room with dust and debris.

Emerging from the haze came a unit of Nazi soldiers (about 10 at a quick estimate), just as an altar rose up in the middle of the flooded stage - bearing on it a strangely familiar trident.

However, things escalated rapidly, for behind the soldiers came our nemesis, Professor Kasper Wieloch, no longer dressed in his military uniform but wearing arcane robes instead. 

Framing our vision of this vile man, the horrific tentacles from earlier were flailing around... presumably under his control!!!

It's not looking good for our heroes!

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - NPC*
DIRECTOR:
  • Pete
*Unfortunately it appears that Mark will be unable to join us for the foreseeable future. We all wish him the best and look forward to his return to our table as soon as possible.

Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.

Thursday, April 30, 2026

THROWBACK THURSDAY: #TimFest 2025


A year ago (late April, 2025) we threw a party to mark the 20th anniversary of my life-changing aortic aneurysm, or more accurately to celebrate the extra 20 years (so far) that I have had since the National Health Service (NHS) saved my life.

Here's the pictures - and text - I used to mark the occasion on the blog: 
Much to Rachel's surprise, it was actually my idea to host this event (I am, if you didn't already know, notoriously anti-social). I'd seen that 'new' Doctor Who was 20 years old this year and I realised that my brush with death had come several episodes into the regenerated show's first season.

Up until this year, I have been very nervous - almost superstitious - about even knowing we'd reached another anniversary and I never wanted to know the exact date or too many details of the circumstances (beyond the obvious facts that I had suffered a dissecting aortic aneurysm and then a stroke on the operating table).

But, this year, I finally accepted that two decades was far enough removed from the original, awful, event that maybe it was time to invite friends and family round to share a few drinks, have some nice food, and - at Rachel's suggestion - even raise a bit of money for the Aortic Dissection Awareness charity.

While Rachel - who actually organised the whole shindig, invited the guests, prepared the food, decorated the house etc - called the event "20 Years of Tim", others were calling it "Tim Day" and even "TimFest". 

I'll confess while it was immensely flattering to have all these people turn up to celebrate "me", it was also incredibly overwhelming and every so often I had to find a few calming minutes of quiet solitude with Alice and Obi (my two favouritest dogs in the whole, wide world).

Poor Alice, who is dealing with her own medical issues, seemed rather out of sorts as well, with so many people in "her space", that she didn't even engage in her usual rough and tumble with Obi (she's renowned for bullying him mercilessly, despite being a fraction of his size!).

I was quite gobsmacked by how much Acrobatic Flea (my signature character from our old games of Villains & Vigilantes) branding there was for the day - from the lovely T-shirt that Rachel's parents had made for me to the cup cakes created by the wonderful baker over the road from us.

Just before the group photograph was taken, Rachel gave a short, tearful, speech about how brilliant everyone had been in the wake of my sudden hospitalisation - from the amazing doctors and nurses of the NHS to all our friends who had pitched in to help us get through this. It even got to me, despite having already heard a dry run the night before, and a good number of other attendees. 

On the food table was a small framed poster with a QR code that people could scan, if they wished to, to make a charitable donation to Aortic Dissection Awareness.  

There was light-hearted talk about making Tim Day an annual event, which I did relay to Rachel, but I think one social event in 20 years is probably quite enough.
Top Dogs: Obi, the visitor (front), and our beloved Alice.
FAMILY PORTRAIT: Me, Rachel (holding Alice) and Rachel's parents
There were even garden games available for the young - and young-at-heart
EX-CUPCAKE! We're lucky to have a gifted cake maker live across the road from us
Excuse me, there's a Flea on my cupcake!
A mere fraction of the food and drink Rachel provided on the day
While the event was never intended as a "gift giving" day I was stunned
by the unexpected gifts I did receive.

Wednesday, April 1, 2026

CAMPAIGN AUTOPSIES: Will I Ever Learn?

Photo by Giancarlo Revolledo on Unsplash
When the Tuesday Knights came into being I was the de facto gamesmaster, running a deliciously vanilla fantasy campaign in my homebrew setting of Tekralh.

However, I don't feel my gamesmastering chops really began to take form until May 2014 when Pete handed me the reins of his nascent Chronicles of Cidri campaign.

Pete had been running this, for a few months, using the old The Fantasy Trip rules, but I updated that to a retroclone of the system, Heroes & Other Worlds.

I have to confess that the mechanics were rather too "dice pooly" for my liking, but they really worked well in the context of our campaign.

I ran Cidri for the better part of three years, building up to a delightfully OTT apocalyptic climax.

This campaign remains my personal gold standard, a target I now wish to aim for again - and hopefully excel - when I'm finally allowed to return to the head of the table.

The Tuesday Knights' membership has changed a lot since those days, we've lost some people and gained more members, which means tastes have changed as well, but I still feel these "revelations" hold water and I really should adhere to them.

I wish I'd had the foresight to conduct an autopsy on our Cidri campaign when it wrapped, dissecting my thoughts on why it worked, but I think I was just basking in the adulation of my players... and so it never crossed my mind to attempt the kind of surprisingly perceptive analysis that I had with these earlier efforts that hadn't worked out.

As will be clear by now I've started work on my latest attempt to run an "open-ended" campaign for the Tuesday Knights, but this time with a new rules set (Twilight Sword) and a superficially-familiar fantasy setting.

This will actually be my fifth or sixth attempted campaign since the Tuesday Knights first started gaming back in August 2008.

So, what went wrong with my previous games?

TEKRALH I: The first game I ran for the Tuesday Knights started as heavily houseruled version of Castles & Crusades (with a large dose of Hackmaster and Arduin) and it worked really well to start with...

Until, for no readily apparent reason, I decided to switch horses mid-stream and changed the rules system to a by-the-book version of Labyrinth Lord. The characters were severely de-powered and the game turned into a meatgrinder of TPK after TPK.

Within a few sessions all the fun that we'd had at the start of the campaign was sucked from the campaign. Eventually, I had to pull the plug on the game as it wasn't getting anywhere.

When we started the players were giving me nice backstories for their characters, with plot hooks etc, but by the end I was lucky if they'd give their characters names as they knew their life expectancy had become so limited.

MORAL: If it ain't broke don't fix it.

KNIGHT CITY I: Next up was my Villains & Vigilantes campaign, set in Knight City. This was driven almost entirely by the naïve dream of trying to recapture the magic that Steve, Pete, Nick and I enjoyed with our original V&V games back in the '80s.

Almost from the start things went wrong with this campaign due to the simple fact that we weren't all singing from the same hymn sheet. It wasn't anyone's fault in particular, but when we were teenagers we were all (except for Nick) avid comic book readers and had reasonably similar tastes in comics and superheroes.

Thirty years later, tastes had changed and the sort of scenarios I wanted to run (e.g. dimension hopping, cosmic stuff) didn't sit comfortably with some of the players, who were expecting more straight-forward supervillain bashing.

There were also problems with the rules (from the clunky combat table at the game's heart to the peculiar diversity of character's random power sets), but ultimately these were just the straws that broke a very unhealthy camel's back. I think we could have overcome these if everyone had had contiguous ideas of where the game should be going.

MORAL: Make sure everyone is on the same page.

TEKRALH II: I thought I'd found a winner when I came across D101's Crypts & Things (a sword & sorcery variant of Swords & Wizardry) as I thought this kind of human-centric adventure game was the way to go.

The simple problem with this very short-lived campaign - and it had nothing to do with the rules - was I had just discovered A Song Of Ice & Fire!

I was in the grip of Westeros-fever and spent all my time thinking about developing the wider world, quickly losing sight of the intimate adventure I should have been running for the players. 

This would have been fine if the player-characters were all high-up members of House Stark or House Lannister, but they were actually 1st Level D&D proto-adventurers and tunnel grubbers.

Instead of developing scenarios or stocking dungeons I was researching medieval legal systems, clothing, cuisine, bartering etc My eyes were fixed on the horizon rather than the gamestable in front of me.

MORAL: Intimate, not epic.

SHADOWDARK:
I only ran this for one session. The players told me afterwards that they loved it, but something about it just didn't click with me.

At the time I was working on my overcomplicated Frankengame monstrosity of assorted houserules all stapled together with my own ideas from decades of gaming.

As it happened, "my" system and Shadowdark shared some similar ideas. It's just Shadowdark did them more elegantly, more streamlined. So I should have been happy!

To this day, I have no idea why I bounced off of Shadowdark so hard, when - upon initially reading the rules - it felt like such a perfect fit for my style of gamesmastering. 

However, I'm glad I didn't drag this game out and euthanised it before people got too invested in the campaign.

MORAL: If you're going to kill off a game, kill it quickly.

KNIGHT CITY II: Last year - before the osteoarthritis in my back knocked me off my feet for more than six months - I started a new V&V campaign (this time with some houserules to avoid some of the issues we'd encountered mechanically last time).

I provided the players with pamphlets before hand introducing the setting and - hopefully - suggesting the style of game I was hoping for.

But, once again, it didn't take long to realise that we had four players all pulling in different directions. This meant, for instance, that the opening scenario - which should have taken one or two sessions to wrap up - was heading into its fourth month when I had to retire from the field.

At its core, the problems with this iteration of Knight City were exactly the same as before, even though the make-up of the group at the table was different.

Superheroes are such a broad genre that they can mean diametrically different things to different players, no matter how well you think you've spelled out your personal vision.

And a central element of that clash of ideologies lies at my own feet. Over the decades (I've been reading comics since I was a wee nipper, and a collector since I was a teenager), my personal beliefs about what makes a good costumed crimefighter have become so embedded in my psyche that I'm not only unable to clearly explain my "vision" (surely everyone else sees superheroes the same way, right?) but I get frustrated when my players don't automatically share the same "vision"!

Just because it's a beloved reading and viewing genre for me doesn't mean I can run it as an open-ended, forever campaign. In fact, I'm probably too emotionally invested in the genre for me to brook any deviation from my perceived "one true way".

To top that off - again ignoring my mistakes from previous failed campaigns - I'd gone full "Game of Thrones" on Knight City and obsessively detailed every borough, with hundreds and hundreds of locations. Most of which, the players bypassed when creating their character backstories. 

It's almost as if I'd totally ignored every single misstep I'd made previously as a gamesmaster and was trying to crash on regardless.

MORAL: Learn from your past mistakes. Pick a game genre that everyone understands.

Thursday, March 26, 2026

THROWBACK THURSDAY: When We Got A Games Table!

At last, my chance to go full Eddie!
Thanks to my amazing, hard-working and supportive wife, Rachel, we acquired a games table in December, 2022.

It's something I'd yearned for ever since learning they were a real 'thing; and finally it was mine... er... ours.

Rachel has long said we needed a new dining table and I managed to persuade her that she should spend her bonus on a games table, which would then double as both dining table and venue for the Tuesday Knights and I to sling dice.

I did a ton of research, we measured a lot, drew up plans, found a UK company that specialised in games tables (Geeknson), asked a lot of questions, and finally pulled the trigger on a bespoke design back in late July/early August of that year.

The table arrived, and was unwrapped, just before Christmas, but I'd kept shtum on my "secret weapon" so that the Tuesday Knights would be the first to see it, in person, at that January's session of Pete's Hollow Earth  Expedition campaign (see below).

However, that didn't stop me 'playing' with it beforehand, for an Eddie Munson-esque "photoshoot" of an imaginary game of Dungeons & Dragons featuring the characters from the '80s cartoon as the protagonists, caught between a demonic flying creature and a warband of orcs.

I have such dreams for this new addition to the house that will justify the expenditure of Rachel's hard-earned cash on my geeky dream.

Presto the magician blasts the demon, as the evil gnome sorcerer cackles
Eddie does it much better than me, but you get what I was going for!
Gamesmaster Pete goes high-tech, flipping his tablet screen over the wooden GM screen
attachment to present us with a slideshow introduction to the adventure
A lot happened as always in that night's episode of Pete's pulp Hollow Earth Expedition campaign (which, by 2026, has morphed into an OUTGUNNED game), but here's a "picture special" of The Tuesday Knights enjoying their first meeting around the new games table.

Afterwards, Clare wrote the following about the table in her daily blog (now a Substack) of positive moments, Three Beautiful Things:
"I am so astonished by Tim's new gaming table -- which he has been keeping a secret since it was ordered in the summer -- that I gasp at each new revelation. First the top lifts off; next there's a green baize playing surface... that could be lifted off to reveal a map table... and then there are extra little tables to attach for your drink and your notebook; and a special desk for the GM, too. The whole smells pleasantly of new wood and polish."
Me using the "player's side table attachment" feature for my dice and notebook
Pete, at the head of the table, liked having a wooden screen and his own tray for dice, notes etc
An impromptu shoot-out in the back streets of 1930's Rio puts Oynx (Mark's character)
and Freya (Clare's character) in the firing line.
Here's me making full use of the "cup holder" feature
The morning after and the table had transformed back into a dining table

Wednesday, March 11, 2026

EPISODE FOUR: Plane Sailing

Our heroes in their seaplane
[Unfortunately, Mark was unable to attend last night's game; his one request was that his character, our pilot Onyx, stay with our plane. However, what we couldn't have known was that almost the entire episode took place within the seaplane... and Onyx - run by committee - turned out to be our MVP!]

Picking up from the end of the previous episode, our heroes - Buck (my explorer), Freya (Clare's photojournalist), Dick (Kevin's ex-G-man), and Onyx (Mark's pilot) - launched our seaplane in pursuit of the giant Nazi zeppelin.

The Hindenburg-sized airship was heading towards the co-ordinates we had discovered that we believed revealed the location of the mythical island-state of Atlantis!

Our foes didn't know that we had the location as well - thanks to some clever thinking by Freya - and so I advised veering off to refuel at an airbase of Oynx's choosing, then beating the enemy to the secret location.

However, that option was quickly taken off the board when two Luftwaffe planes (launched from under the airship) came diving towards us, intent on shooting us down.

As our plane was unarmed, Buck leaned out of one of the rear doors - secured by a seat belt  and with Dick helping him steady his aim - and started to open fire with his hunting rifle.

Our plane took some hits in the attack, but I managed to take out one of the pilots so that he crashed his plane into the ground. 

The zeppelin
Evading the other, Oynx - assisted by eagle-eyed Freya - then spectacularly flew our plane up and into the aircraft hanger underneath the zeppelin... surprising the two mechanics working in there.

Still secured at the back door of our plane, Buck shot one of the technicians in the knee, taking him out of action, while Dick and Freya rushed out and assaulted the other. Dick delivered an impressive uppercut, K.O.ing the man instantly.

Pete's hasty map of the hangar underneath the zeppelin
Convinced the Nazis were unaware of our presence, we secured the hangar, tying up the two unconscious men and hiding them behind some crates. Dick barricaded the portals at either end of the large room, so no one could get in, then we set to work manoeuvring our plane so that it was ready to eject when the moment was right.

Several hours passed and we saw that the zeppelin was now sailing over the Mediterranean at night, heading towards a mysterious bank of clouds.

At this point, we could hear people banging on the doors - trying to get in - and so it was clearly time, as the airship entered the fog bank, to drop out of the hanger and see where we were.

I'm not sure we really expected to see the ancient city of Atlantis floating on the stormy sea in front of us!

ATLANTIS! ATLANTIS! ATLANTIS! (it's only a model)

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - Mark (absent)
DIRECTOR:
  • Pete
Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc