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Dragonmeet - Signing and Stuff

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This Saturday, 6th December 2014, is Dragonmeet - the UK's biggest convention for RPGs and gaming since GenConUK came to an untimely end.

I've not been able to make it to a Dragonmeet in many, many years. 2007 was the last one I attended when I was on a panel with some very recognisable names in the RPG world.
Dragonmeet 2007:(L-R) - Me, Dominic McDowall-Thomas, Chris Birch
Angus Abranson and Fred Hicks
That was back when we were just announcing that we had the Doctor Who license and would be producing the official RPG with the BBC's blessing.

Since then, Dragonmeet has changed hands, changed location, and attendance seems to have increased tremendously - looks like it's going to be a busy one!

I'll be filming a little for the vid-blogs while I'm there, but those lovely people at Cubicle 7 have deemed me important enough to do a signing! I'll be at their stand at 2.30pm, signing the last remaining copies of the Limited Edition Anniversary Doctor Who: Adventures in Time and Space RPG core rulebook. I must admit, I never thought I was important enough for a signing... I've not really done anything like that before... okay, sure I had a stand at the last UKCAC for the comic, but it's different when a publisher asks you to do a signing rather than you just pimping your own produce.

Seems especially weird when the other name for signings they have is the legend that is Joe Dever, creator of Lone Wolf. The guy is a legend, I'm honoured and a little baffled to be even given remotely similar billing to him on C7's page...

If you're attending Dragonmeet, come and say "hi"!! I'll be the bald one with a red tie and Autocratik badge (courtesy of Chimeric Garnish).



Catching up - Part 1: Dragonmeet

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Wow, has it really been a month since I blogged last? I'm so sorry. In the next couple of days I'm going to desperately try to catch up with everything, with a recap of what happened in December (well, the exciting bits that aren't just working in retail, fighting off the crowds like Helm's Deep) and what is to come in 2015...

First of all, my previous post listed the upcoming (then) Dragonmeet.

The Dragonmeet 2014 convention took place on the 6th December at the ILEC convention centre in London - a new home for the convention that has been running for years. Not only was it a new location, but also a new team running the convention after Cubicle 7 Entertainment handed the keys over to Modiphius earlier this year.

The convention was a complete blast. Really busy, and great to catch up with loads of people I hadn't seen in ages, or had only really met over the Book of Faces. There were cool seminars that completely changed the way I looked at the games I've been designing, and I got to look at some of the coolest games currently available.

I made a short video looking at the convention and my experiences...


The convention was especially cool as those amazing people at Cubicle 7 brought me in to do a signing at their booth to sign copies of the limited anniversary Doctor Who RPG core rulebook.

Me signing the Dr Who core rulebook for a couple of fans of the game!

Me at the Cubicle 7 booth, sitting next to the legendary Joe Dever!

Awesome experience. Thanks to all at Dragonmeet, and all at Cubicle 7 for letting me grace their booth with my strange baldness...

Really cool!!!

Next up, was the wonders of Hogwarts and Harry Potter!!

Catching Up - Part 2: Hogwarts

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Desperately trying to catch up with the events of December, continuing to the next cool and exciting thing which was another trip to Hogwarts - or rather the Warner Bros. Studio Tour: The Making of Harry Potter.

The wife and I at the Studio Tour...


We've been to the Studio Tour so many times now I've actually lost count. It's awesome, and if you're even remotely interested in Harry Potter you'll have a great time. If, however, you're a bit of a fan-boy like me, you'll spend hours pouring over every exhibit, and will be counting the days after you leave before you can visit again.

This time, it was part of a "Groupon" event where you paid a little extra on the usual ticket price, but in return you went around the tour in the evening, technically after it had closed. It meant that there were fewer people about, and they'd put on a host of extras including free Butterbeer, food, tour guide, and invited the animals and some of the prop-makers from the movies to add to the experience.

I took some video footage, check it out!!



A World of Infinite Possibilities

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I had this moment of revelation over the Christmas holidays, and it was all about Disney. Playing Disney Infinity 2.0 with the lovely wifey, I was struck by how similar the skill trees for the characters, gaining extra "feats" when they "levelled up", looked to the skill trees for the Fantasy Flight Star Wars RPGs... in fact, like most RPGs that use skill trees dating right back to the first one I can think of, which was the old Games Workshop UK reprint of Paranoia.

It got me thinking of the reverse too... how a tabletop RPG based on Disney as a whole could work, with supplements that would allow you to play in all of the Disney properties, from Frozen and Brave, to Pirates of the Caribbean, to Tron, to Marvel and even Star Wars...


I made a video talking about my theories... please watch, share and comment!!

Until next time, stay multi-classy!!


Pleasant Dreams and WILD cards

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Sorry it's been very quiet on here for a while, but this year has not been brilliant so far.

Things being the way they are, this is possibly my last video for a while. I promised I'd look at the awesome Kickstarted card game Pleasant Dreams by Aerjen Games. It's a beautifully produced little game where players try to remain happily asleep and fight off the horrific nastiness that can plague a good night's sleep.

You can purchase the game direct from their website.


On the subject of cards, I've been tinkering with using the Tarot as the main mechanic rather than using dice. The second half of the video looks at some of the ways the cards may work. They're still roughs, and I'm still not sure if they work (or if they're anywhere near as quick as using dice), but I'm pondering.

Well, that's it. Next blog post will probably be more text than not, but in the meantime be good to each other, and stay multiclassy.


Welcome to the (Creative) Desert of the Real...

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From my trip to Australia, 2014

The above picture from the window of The Ghan train, travelling up the middle of Australia, summarises everything going on in my head at the moment. It's one big desert, with little glimpses of life in the distance that look exciting and interesting, but too far away to reach.

I have this problem where I get very excited about a project, and it dominates my thoughts. When the Buffy the Vampire Slayer RPG was in playtest I was incredibly excited, and devoured the TV series again (I mean, any excuse to rewatch Buffy? Right?), and ended up writing parts of the Slayer's Handbook, and helping to edit that and Monster Smackdown. 


When I thought about Conspiracy X (fantastic game!) and how it didn't have the same system as other Eden games (Unisystem), I became obsessed with the idea of converting ConX to Unisystem, and pitched to Eden to do it. I signed the contract to do the new incarnation of Conspiracy X just a couple of weeks before my father died, and I immersed myself in game. Maybe it was my way of dealing with it all. It took a couple of years of rewriting, updating and editing, but eventually Conspiracy X 2.0 was released with the new system. 

Talking to a Conspiracy X fan online who turned out to be Chris Birch, founder of Modiphius Games (publisher of some awesome titles, and the new Kickstarter for the ultra-cool Thunderbirds co-operative boardgame), we discussed properties that could introduce roleplaying games to a new generation of players. The discussion continued, and it evolved into a crazy pitch to the BBC with Dominic McDowall-Thomas, Angus Abranson and Fred Hicks to do the Doctor Who roleplaying game. None of us thought we'd have a chance, but it lead to producing the award winning Doctor Who: Adventures in Time and Space RPG for 

Doctor Who became the be-all-end-all of my working existence. Unfortunately, my day-job when I wasn't working on the game was very focused on Doctor Who as well - selling Doctor Who merchandise and DVDs. I think I saturated my head too much in all things Time Lord and burned out. 

Then I made a mistake. Another one, of many...

I thought I'd do something else. I turned my back on the RPG writing, and thought I'd try something completely different. Needless to say it didn't pan out. I was stupid, foolish and deluded.




Thankfully, Conspiracy X came to the rescue again. Kickstarters saw the last of these published which meant I was called back to a game I hadn't looked at for a while, and again I immersed myself in the that world at a time when I needed it again, just as I lost my mother.

I was having a tough time, and after Conspiracy X my head wasn't really in the "game" (so to speak) for anything too depressing, and then...

I made another mistake. Or rather, series of mistakes...

I started turning RPG work down. 

I had WILD starting, an incredibly personal project for me about dreamshare, and the more I thought about it the more "into" it I got. So much so, that when I did NaNoWriMo I started writing the backstory of the game as a novel - or rather a trilogy of novels. 

But I've been working on WILD for over two years now, and I'm floundering. The first novel is in the middle of rewrite, and I'm convinced no one will ever want to read it. The game's system has had some rewrites and may be moving away from the "Rapid Die Movement" I'd planned to being purely card-based. I look at the game and wonder if anyone would ever want to play it. And again, I'm feeling burned out.

I want enthusiasm again.

In the back of my head I have that nagging doubt - imposter syndrome - telling me I shouldn't bother. I'm nothing important, past game development successes were a fluke. Hell, I work 5-6 days a week in a shop.

In the back of my head I have that goading chatter - telling me that after Doctor Who I should be trying something else, like Harry Potter, James Bond, Sherlock, or Star Trek. A couple of those have lead to phonecalls, and emails with property owners, despite it just being me... a little nobody without a publisher...

These voices argue with each other, like past characters from games I've played (one probably has hair). In the middle of it all, I just want to be writing. To continue on WILD. To write something different - I had ideas for a more kid-friendly RPG like Adventure Time called "Awesonomicon" ((c)2015 David F. Chapman - just in case), and for a Twin Peaks-like setting for multiple game systems for a town full of secrets that could be used with anything, inspired by Peaks, Fortitude, Under the Dome, and so on...

But nothing will probably come of it.

I tried doing videos, I saw it as a means of showing off the cool of the gaming world, but when each video only gets about 30 views I have to wonder if I'm wasting my time.

So that's where I am at the moment. The real world is being hard on those I hold dear, making it hard to concentrate. But I wanted to get it all down, to state where I am, and apologise. 

Maybe I should just dig out the cards and try to tell my future...


Thanks for listening.

Dave

Show and Tell

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I was recently reminded of the old tale of "how I got into writing roleplaying games". The weird thing is, it wasn't anything to do with gaming, it was movies. Neill Blomkamp.

You've probably seen online the recent announcement that Neill Blomkamp, the genius of the high-tech, super-realistic sci-fi genre and director of District 9, and most recently Chappie, was going to direct a new Alien movie, starring Sigourney Weaver and Michael Biehn. This rather excellent news stemmed from conversations Blomkamp had had with Sigourney Weaver while filming Chappie, and his imagination was fired up. From what I could tell he just wanted to make an Alien sequel, did some designs, some concept artwork, and the project kinda stalled. So, he put it on his Instagram account, saying he was disappointed...



The internet went wild. The internet spoke.

The world wanted to see Blomkamp's Alien sequel, and Fox listened. They greenlit the project, everyone's happy. The fans get the Alien sequel they want. Fox are ensured the interest is there for an expensive movie.

This isn't the only time this has happened, and recently too. The awesome Gillian Anderson was on the Nerdist podcast being her usual hilarious and brilliant self. Naturally, the topic of The X-Files came up. In a jokey way, she asked "Do you think people want a new X-Files?" and listeners were encouraged to show their support by spreading the tag #XFiles2015. Again, the internet answered in their thousands, and Fox listened. Lo and behold, Fox announces the return of The X-Files for a six episode event series. Fantastic!

Though that was a little different, and maybe a little off topic. Any excuse to mention Gillian Anderson. I know... sorry...

Maybe it would be better to use the Deadpool movie as another example. A film the studio had very little faith in - but a short "sample" video to show off the tone and type of movie it would be ends up online, and the massive internet response means that the studio - oh, look... it's Fox again - can make a film that they have an audience for. Clever...

Other examples could be said to include the current spate of "fan videos" that populate Youtube - incredibly high quality short movies such as "Dirty Laundry" or "Judge Minty", that are made by filmmakers who want to prove to the  world that their vision, their creative ideal, is what the world wants. It's like they're making short "showreel" videos, hoping a studio takes note, and gives them the greenlight, or a job.

And that brings me back to Blomkamp again, with his short "Alive in Joburg" which really made everyone aware of his work and really lead to District 9.

--

What does this have to do with RPGs I hear you say?

I guess it's really just a case of being able to show (a) that you can do it, and (b) what you have in mind. Then you have hope that (c) someone likes it enough to have faith in you.

When I wanted to get into roleplaying game writing oh-so-many years ago, back in the late 80's, I wrote to West End Games, asked for guidelines and if it was okay if had a go at writing an adventure for their Ghostbusters game. You can read about how their positive feedback kept me trying here.

And then when I first talked to Eden Studios about writing for them, for their All Flesh Must Be Eaten line, they said "Sure, show us you can write!" - so I submitted a complete supplement to them. While it wasn't what they wanted there and then, I proved I knew the system and was willing to do the work - and they gave me the task of putting together Terra Primate... and the rest is history.

--

That said, my head is full of crazy ideas. Games and settings, licenses and designs that I'm convinced would be popular but I can't just publish. So, inspired by Blomkamp, instead of just leaving them in notebooks and as files on the computer, I thought I'd polish them up and put them out as an open letter - a pitch, of sorts - to show the world what I had in mind.

The many notebooks for WILD

If they're licensed properties, they're not designed to infringe on any copyright - they're just ideas for cool games I had in mind that I wanted to share. Who knows, maybe the IP owners will like what they see and think it's an idea worthy of pursuing.

So, if you see a post on here called "Blomkamping", pay it no mind. It's just me, airing the crazy creations that circle my mind. Who knows where it may lead...

Announcing "FULL OF SECRETS" - Roleplaying in the Mysterious World of TWIN PEAKS

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Not Final Cover

Through the darkness of futures past,
The magician longs to see.
One chants out between two worlds...
"Fire... Walk with me"

In the quiet town of Twin Peaks, everyone has a secret. Under the surface lies a world of murder, betrayal, exploitation and obsession. Yet something even more sinister is breaking through, something evil.

In Full of Secrets, players take on the roles of inhabitants in Twin Peaks. From nosey highschool students with secrets of their own, to investigating FBI agents and local law enforcement, everyone has a story to tell, and a story they'd rather remained undiscovered.

Within the pages of the core rulebook you'll find:

* A fast and intuitive game system, allowing characters to uncover the secrets of the town, and face the forces of darkness.

* Details of the town and major locations, and important characters. Set after the final episode of the original series, but before the 2016 revival, players can create their own characters and become involved in the events.

* A unique character creation system, where the character's most prominent attributes and traits are determined by throwing stones at a row of bottles.

* Advice for the Gamemaster for creating their own setting, whole new towns of strangeness and secrets.

344 Pages, full colour, hardcover
Written and Designed by David F. Chapman
Based upon the series Twin Peaks, created by Mark Frost and David Lynch
ETA: Spring 2016

Future supplements include:

* A Guide to Twin Peaks - details of every location in the town, filled with new and interesting NPCs to populate your adventures.

* Bookhouse Boys and One Eyed Jacks Girls - a look at the criminal activity in Twin Peaks, from drug smuggling to prostitution, and those who have made it their work to put a stop to it.

* The Blue Rose - paranormal activity in Twin Peaks, from alien abductions, lost time, and possession through to the Black and White Lodges.


















This, like The Beatles RPG, and The Stephen King's Dark Tower RPG, is (of course) an April Fool's Joke... Sorry. But, like those RPGs before it, I seriously think this is a great idea and I'd love to have a go at writing it.

I was a massive Twin Peaks fan when it first aired. I have a distinct memory of recording every episode on VHS on Tuesday nights when it was shown on BBC2 in the UK. I remember hating Alan Bennett, and his pesky "Talking Heads" programme that used to screen before it - those last ten minutes of his programme while waiting for Twin Peaks to start seemed to drag on forever.

Twin Peaks was one of my great TV obsessions (before that, I have to say it was Moonlighting... and after Peaks there would be the genius of The X-Files). I watched avidly, wanting to be Agent Dale Cooper - possibly the coolest FBI agent on TV, even getting a trenchcoat like his (yes, me wearing something that wasn't black! Such was my dedication).

When I went to college, part of my graphic design course was to produce a graphic instruction for someone so that they could learn something. I saw this brief as an excuse to create the most complicated flowchart in existence, mapping every character from Twin Peaks and their relationship to each other. (I may still have it somewhere in the loft, along with the rest of the coursework).

I watched the TV series, bought the books, saw the movie (though my favourite Lynch movies have to be Lost Highway and Mulholland Drive). I loved every moment of it.

When they announced a new series (hopefully airing next year) I couldn't have been more overwhelmed. I could only have been happier if they'd announced the return of The X-Files... oh, they did!

Twin Peaks would make an awesome RPG setting. But then, a great investigative RPG in a small town is a great way to run a campaign. Think "Under the Dome" or "The Killing", or "Fortitude" (if you want to add an environmental factor into it as well)... Hmmmm...

I even started working out a game system for Twin Peaks, using the same "engine" as WILD, but with its own set of Tarot cards - so instead of "The Dreamer" or "The Architect" you'd have "The Agent", "The Giant", "The Owls" (they're not what they seem)...

Roughs of the Twin Peaks Tarot cards for the game
(yes, I know I missed the Giant's tie...)
The Tarot cards seem like an ideal system for the game, especially using them for character creation (like WILD) which produces an interesting and detailed background story for the characters, as well as establishing some relationships before the game starts. Perfect for that surreal soap-opera feel...

At the moment, the Twin Peaks RPG - Full of Secrets - is just a dream. Who knows, maybe one day...




Adventures in Honesty and Imposter Syndromes

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I've been keeping a secret for a few months now, one that I can finally share with the world.

How I turned down writing the new Star Wars movie...

No, only kidding. But it comes pretty close.

First, let me confess something - I've never really been much of an adventure writer. When I was an impressionable teen, running Star Frontiers, most of the games were just one continual, ad-libbed mass of combat. Taking the fight to the Sathar Empire, and adding ridiculous ideas from every film or TV series I'd recently seen, whether this is adding T-800 Terminators, or bloody Transformers from the cartoon series. 

Of course, not everything I ran was ad-libbed. James Bond, one of my favourite RPGs of all time, involved playing through the excellent adventures that were provided for the game. But often, the players would go off on tangents and find their own ways of completing the adventure, and the "making it up on the fly" element would come into play again.

The cover for the one of the many
Ghostbusters adventures I started...
When my game group dispersed and went off to universities and so on, I wanted to get into writing RPGs. Strangely, the concept of writing a game was not the first thing to come to mind. Instead, my love of the Ghostbusters RPG lead me to try adventure writing. I've chronicled my attempts elsewhere on this blog, how I wrote a couple of adventures for West End Games (the first about a health food god - Yogurt-Sothoth - taking over New York, the second about using a time travelling Delorean to travel into the past to kill Dracula). The amazing people at WEG were very positive about my writing, but real life got in the way and they remain the only completed adventures I've written.

The second renaissance of RPGs found me at art school, and running World of Darkness in a complicated multi-chronicle crossover game that involved absolutely zero adventure writing. I created the world, and the players just ran across the landscape of vampire/werewolf/mage/wraith infested London, and it was great.

Even on Doctor Who: Adventures in Time and Space, the smart people at Cubicle 7 hired a host of brilliant adventure writers to fill the Adventures books in the core sets, and the final chapters of the new corebooks. I was out of ideas when it came to Doctor Who, having exhausted my "Who-knowledge" making sure the game worked and kept in tone for the series.

So, when a few months ago, a game publisher that I respect and admire contacted me out of the blue to write an adventure to contribute to a larger campaign for a new RPG, I was surprised, flattered, and enthused. 

I try to be as honest as possible in all things, and my response was an immediate "Great! I'd love to... but..." and I confessed that adventure writing was not my forte. Well, it's not. I didn't want to be the one to ruin their campaign, but I said I'd give it a go, but I'd understand if they gave the gig to someone else. After all <imposter syndrome kicks in> I'm not anyone special in the RPG world, I'm just a guy who works in a shop and writes games in his free time that I hope people will like.

They very sensibly gave the gig to someone else, and I was sworn to secrecy about what the gig was, what the game was and how it would be used. 

Of course, that game was announced a few days ago. That game was Titansgrave: The Ashes of Valkana - the RPG that will feature in Wil Wheaton's Tabletop RPG show.



A webseries that will be the biggest thing to hit RPGs since... I dunno... the introduction of Hero Points. It'll be huge. It'll be a perfect example of roleplaying - the adventure, the fun, the storytelling, the ad lib... everything that we love about the hobby...  And it'll put it out there on the internet to show the world why we do it, why we game, and it'll hopefully inspire a whole new audience to get involved and to try the games for themselves.

It'll be awesome, and I can't wait to see it.

Of course, a part of me is kicking myself for not just lying and saying "sure, I can do it!" - Friends on Facebook were probably confused by my comments a while ago quoting Ghostbusters:


...But I know darn well that adventure writing isn't my thing, and that if I had just faked it, you wouldn't have had amazing tweets from the legendary Wil Wheaton himself like this...

You'd have probably had something like "Well, that didn't make any sense" or "that was a massive plot hole"... Or, "I can't believe this adventure turned out so bad, it's ruined the show for everyone!"

With everything that's been happening with me during the time the adventures were being written it's probably doubly best that I didn't try contributing, I honestly don't think I'd have been able to give it my full attention.

So it was close. I was nearly part of the awesome. Nearly. But thankfully, I didn't screw it up for everyone else. Maybe in the coming months I'll try writing adventures and scenarios, just like I did in the old Ghostbusting days, and when Season Two happens I'll be better equipped to help.

I'd like to thank Chris Pramas and everyone at Green Ronin for even considering me all those months ago. I was both honoured and surprised to even be asked!

Personally, I know that Titansgrave is in excellent hands, and I can't wait to see how the series turns out. It is going to be excellent.

Adventures in a World of Magic

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If you've been reading the blog, or know me even remotely well, you'll know that I love Harry Potter. My love of Harry Potter has lead me to ask many times "why is there no Harry Potter roleplaying game?" 



My pursuit of Harry Potter as a game has seen me look into the license many, many times, and a couple of times it has seemed like it could happen - talking to Warner Bros. and everything. But alas, it was not to be. 

I'm still convinced that a Harry Potter RPG is a great idea, but I think it has a couple of hurdles to get over - hurdles that could be tackled by getting the right message to the right people. 

The first hurdle is explaining what roleplaying games are - or more importantly, what roleplaying games are now and how amazing they can be.

Roleplaying Games - Using Your Imagination
Envelopes for Harry Potter Book Night 2015
at Waterstones, Norwich.

One of the truly magical things about Harry Potter is that it got kids reading again. Not only were kids reading, they wanted to read. I worked in a bookstore for seven years, and the greatest and most exciting experiences there were Potter book launches - the kids in their hundreds, dressed up for the midnight launch. The first one I worked we even had owls in the shop during the day. The atmosphere on the nights was amazing. 

What a Harry Potter RPG could do on top of getting kids reading, is get kids using their imagination in a truly social environment. So much of our time is spent staring at screens, whether these are TVs, our phones or computers, interacting with people via texts or messages, or even strange disembodied voices from the other side of the country telling us how bad our gaming skills are. 

Tabletop roleplaying games have the advantage of getting people together, face to face, sitting across the table and interacting. 

I've mentioned elsewhere on my blog that I got my first job in the "real world" due to playing Dungeons and Dragons - the boss interviewing me had been a gamer, and knew that it meant that I could communicate, work in a team, formulate courses of action, and (handily enough as it was a cartography job) could draw maps.

Dungeons and Dragons always has this social stigma associated to it - the image of grown men of generous proportions sitting in their basements. 

But going to a gaming convention these days, times have changed. There are far more women gamers (often more than men), and more and more kids playing. Boardgaming has become cool and popular again, and families are getting away from sitting in front of the TV and gathering around the table to play a game on a regular basis.

It's a great time for games, and a great time for roleplaying gaming.

The great thing about tabletop roleplaying is that it really stretches the imagination. Rather than being limited to the options of a videogame, RPGs allow your characters to do anything. You create your own stories, create characters with real depth and meaning, and work as a team together - not competing against each other - but together, creating your own stories and battling evil. 

The first hurdle in getting a Harry Potter RPG to be approved by J K Rowling and Warner Bros. would be to show them that roleplaying isn't what the stereotypes portray - certainly not any more. RPGs can be valuable social experiences that fuel the imagination and are perfect for kids and adults alike.

Creating Your Own Stories

The second great hurdle, and certainly one that I think is one of the tallest hurdles to overcome, is the concept of "creating your own stories", as we mentioned before.

Creating such a detailed and magical world, as is the world of Harry Potter, it's understandable to be protective of it. The events of the books are set in stone, and (despite being able to wander about and do strange things in the video games) you wouldn't want people playing Harry, Ron and Hermione and changing the events of the books.

However, if you set a game outside of the books, after the Battle of Hogwarts, but before the years when Harry and Ginny's children attend, that means the events of the books are held fairly sacred.

But the great thing about tabletop roleplaying games is that the stories you tell in the games, the adventures you play, they are yours and stay at the table. It's not like your stories are suddenly part of the official world. They are purely your own.

West End Games'
Star Wars RPG
A great example of how this works is Star Wars. There have been multiple roleplaying games based upon Star Wars (West End Games' one is my personal favourite, but there have also been ones by Wizards of the Coast, and most recently from Fantasy Flight). They allow you to play characters in the Star Wars universe, scoundrels, rebels, pilots, Jedi and more, throughout the many eras of the Star Wars history... but they never changed the Star Wars movies, they didn't become "canon", and they didn't ruin anything. 

Adventures were published for them, and some have been incredibly successful. But they're not part of the Star Wars universe outside of sitting around your dining room table, and in your imagination. The source material is incredibly safe.

For Harry Potter, other schools of witchcraft and wizardry could be created, making the events and characters at Hogwarts even safer, rather like the nameless schools that appear around the world in the PS3 video game "Book of Spells".

Of course, exclusive content, and fact checking direct from J K Rowling would be the ultimate way to go. It would be similar to the Buffy the Vampire Slayer RPG from Eden Studios. When we were working on the supplements to the game we needed the full names of characters that only had first names in the series (Faith and Kendra). Eden asked Fox, and Fox asked Joss Whedon who provided the surnames for the characters (Lehane and Young, respectively), which have now become official in books and comics since.

Communication to the Ministry

Those, I see, are the biggest hurdles. Once you get over the stigma of roleplaying, and the care required for playing in J K Rowling's world - knowing that the game would be great and positive for kids, and wouldn't harm the world of Harry Potter, it's plain to see that a Harry Potter roleplaying game would be an awesome thing.

How would it be done?

The keys to a great Harry Potter RPG would be twofold - keeping it quick, simple and easy so that the game is fast to play, quick and easy to pick up for new players, and doesn't get bogged down in rules that would slow down what Harry Potter is all about: storytelling. And secondly, creating a game that is true to the feel of Harry Potter's world. 

Over the years, as I mentioned before, I'd planned and plotted a Harry Potter RPG many times in the past. I'd even recruited my awesome graphic design friend Will Brooks to put together samples of possible designs for one of the book's layouts.

First attempt at layout for the Students' Book for Harry Potter: Adventures in a Magical World
(c) David F. Chapman and Will Brooks
The first version was trying to be busy, a little like the amazing Film Wizardry book (which, I have to confess, we own four copies of...). C'mon, seriously... if you haven't looked at that book, it's awesome. The iBook for it is just as amazing, as the images are animated, just like reading a copy of the Daily Prophet.

A clearer approach was taken for a second attempt, swaying away from the movie images. 

Second attempt at layout for Students' Book for Harry Potter: Adventures in a Magical World
(c) David F. Chapman and Will Brooks
Of course, pretty pictures do not give any indication of what the game would be like. I went into great detail with a potential pitch for what the main game would be like, as well as possible supplements.

A pitch that I'll share with you next post.

(to be continued...)

"Of course it's happening inside your head, Harry."

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Me, in my rightful place, in the
Ministry of Magic
Last week I posted about how I've always wanted to write an official Harry Potter Roleplaying Game, and went into some detail about why this is not only a great idea that would be true and respectful to the source material, but also how it would be beneficial to kids and adults alike, getting their imaginations flowing and interacting in a more social way.

This post I thought I'd go into a little more detail about how a Harry Potter roleplaying game could be produced. As I mentioned before, I've tried on a number of occasions to pitch a Harry Potter game to Warner Bros. and J K Rowling. Though I've come close and there were a few tense weeks when I thought something may come of it, it hasn't reached a stage when Warner Bros. would actually see the ideas and how respectful to Rowling's works it would be.

So here in the spirit of Blomkamp, out in the open, for the first time, is the basic pitch. 

Harry Potter: Adventures in a World of Magic Game

Summary:

Harry Potter: Adventures in a World of Magic Game aims to allow players of all ages to experience the excitement of being a student at Hogwarts, and to enjoy the endless possible adventures that can await them in the wizarding world.  Players decide upon their student’s actions as they attend class, investigate mysteries and battle dark forces.  Using a quick and intuitive game system it aims to reproduce the feel of the setting, while allowing players to fuel their imaginations and develop their problem solving and social skills.
Early prototype layout for Chapter One
Layout by Will Brooks

The basic game will focus on their first few years at Hogwarts. Game rules are provided to allow players to invent a new student to attend the school, set after the climatic battle of Hogwarts and the defeat of Lord Voldemort. The game then takes them through the experience of shopping in Diagon Alley for supplies, choosing a wand (or rather, having a wand choose them) and embarking on the journey to Hogwarts. Rules will allow the players to be sorted into Houses, attend classes, play Quidditch, and engage in thrilling adventures while sneaking around the school.  A series of introductory adventures will be included, so players will be able to start almost immediately.

The basic game will be followed by periodic supplemental material expanding the information presented, and covering advanced classes, magical creatures, the Ministry of Magic, and more.


Audience:

The huge popularity of Harry Potter means that the game would appeal to the following groups:

Game Players

Obviously, we want game players to pick up the Harry Potter: Adventures in a Magical World Game.  All elements necessary for play will be included.  The plan would be to use our own, simple and innovative system that is simple enough to be easily picked up by new players, which would be able to be used over and over again to create more complex adventures and stories.

Game players who aren't necessarily Harry Potter fans will hopefully be tempted by the game's presentation and innovative game play.

Harry Potter Fans

Harry Potter has captured the imagination of millions of fans worldwide. Most of those fans dream of being able to go to Hogwarts, to fly on a broom and cast spells with their own unique wand. This game would allow them come a little closer to the fantasy, to immerse themselves in the wizarding world and experience the magic of the books and movies.

For the Harry Potter collector, we'd hope to include cool background information, possibly even exclusive content (unseen photos or design artwork, maybe even background similar to the amazing entries on Pottermore) that would entice the completist who may later be tempted to have a go at playing the game.

Readers

There are a number of people who will buy the game because they collect and read this sort of thing, but do not have the opportunity or time to actually play the game.  The game will include interesting information that’ll appeal to gamers and fans of the series alike, and present a handy reference in a lavishly illustrated way that would encourage readers and fans alike.

Above all, the key is going to be accessibility, aiming to appeal to everyone, from 8 to 80 years old!

Tone:
Sample prototype layout for Chapter One
Layout by Will Brooks

The basic game, and all supplements, will strive to capture the feel and ideals of the books.  Above all, it will be accessible, with the basic game acting as a gateway to both gaming as well as Harry Potter’s world in a clear and friendly way.  Sidebars will include interesting facts about the school, creatures and staff, and the history of the wizarding world, which will appeal to Harry Potter fans.

The book’s style will be visually identifiable as Harry Potter, using stills and promotional photography from the movies, and a style that fans will find familiar, presented in a similar format to The Daily Prophet, or the fantastic Page to Screen or Film Wizardry books with their amazing graphic design.  It will be supplemented by quotes from the books, used to emphasise specific elements of the rules or the book's design when it adds a suitable flavour.

The language will reflect the feel of Harry Potter.  It will be capture the humour, the adventure and the optimism of the stories.  It will also be written in “English”, using British spellings of words, rather than the traditional American spellings as seen in most games.

Above all the integrity of the story will be maintained.  The setting is after the events of the books, after the defeat of Voldemort at the battle of Hogwarts in 1998, but before James Sirius Potter attends Hogwarts in 2014-16. This way, while the players will be creating their own adventures and stories at Hogwarts, the events of the books, and any potential sequel, remain out of bounds and untouched. 

The game is designed to encourage children’s imaginations, storytelling, problem solving and to get them interacting in person in social situations, rather than relying on computer games and talking over the internet. And, above all, it is supposed to be fun, exciting and magical.

Harry Potter: Adventures in a Magical World - The Basic Game 

Have you ever wanted to go to Hogwarts School of Witchcraft and Wizardry? To learn to cast magical charms, to brew potions and learn of the wizarding world? Maybe even take part in that most dangerous of wizarding sport – Quidditch? 

Now you can enter Harry Potter’s world, learn the secrets of Hogwarts and defend your fellow students against dark forces. The Harry Potter: Adventures in a World of Magic Game takes you from your first trip to Diagon Alley to board the Hogwarts Express and enroll in the most prestigious and famous wizarding school in the world. All you need is a pencil and some dice!

Within the box you'll find:

* A Student’s Book, providing a guide to creating a student to attend Hogwarts, as well as the basic rules to get you playing.

* The Headmaster’s Book, with even more options to expand the game, allowing you to do just about anything in the school from attending lessons, learning Quidditch, to sneaking around the castle to investigate rumours of strange goings on, or venturing into the Forbidden Forest.

* Report Cards to keep track of your students’ progress through the school year.

* The complete game rules, simple and easy to use for new players, and able to handle even the most troublesome situation.

* The basic lessons of magic, how it can be used, what must never be used and where you can use it.

* A smattering of magical creatures and beasts that may be encountered during the average school year.

* A guide to creating your own adventures and advice for the Students and Headmaster on how to play them. All of this and more is covered!

* A complete adventure, ready to play, so you can start playing straight away!

Harry Potter: Adventures in a World of Magic Game
86 page Student’s Book, full colour, paperback
144 page Headmaster’s Book, full colour, paperback
32 page Adventures Book, full colour, paperback
Hogwarts Acceptance Letters
4 page Quick Start Guide, full colour, paperback
Dice
Counters and tokens
Box – full colour, made to look like a vast Hogwarts tome
RRP: £34.99

Breakdown of Contents:

The amazing students' book covers
designed by MinaLima for the
Harry Potter movies. Wouldn't the
game books look awesome like this?
The New Student’s Guide to Hogwarts

Written from the perspective of either a Hogwarts Prefect or possibly the Head of House, this book will introduce all of the rules for the player, as well as offering some advice on how to play and how to get the most out of the game.

The first section will introduce readers setting the tone for the game. It will also provide a summary of what is to follow, and the conventions used (text conventions, sidebars, font indicators, rule descriptions, gender references, measurements and a note about the author(s)).

A very brief summary of the world of Harry Potter is explained for those foolish enough to be unfamiliar with Harry’s adventures or the wizarding world.  

The basic explanation of the game and its elements are introduced here. Using an example of play, the way the game works, how the players create an adventure in their imagination, while using rules to avoid the typical “I got you,”/ “No you didn’t” problems. The basic terms of the game are also covered here. The game requires the Report Cards, Tokens to keep track of things, and dice, all of which are provided in the box.

Each player controls a new student at Hogwarts, going to classes and sneaking off to have adventures and uncovering possible threats to the school. There is a Headmaster, a player who controls the action and knows where the story will develop and controls any extra characters, or enemies the players may face.

The adventures are divided into Chapters, resolved in one or more gaming sessions. Chapters can be linked into a story arc that can last the whole school year, building into to an epic story created purely by the interaction of players.

Students and Report Cards

The bulk of the Student’s book is dedicated to filling in the player’s Report Card, which defines how good they are at doing certain things, and explains what the grading on the Report Card actually mean for playing the game.

The students can come  from all walks of life, and the game allows for this. Whether muggleborn or pureblood, with a knowledge of the wizarding world or coming to it all new – just about anything the player can imagine is possible.

The only limitations are playing inherently evil characters or setting the game during the events of books. Those are forbidden. Harry Potter is all about good overcoming evil, how love can conquer hate. It is about players having a good time and being happy – and while there is danger, and darkness, the players are actively keeping this darkness at bay rather than embracing it. 

The events of the Harry Potter books are set in stone and the game is designed to avoid playing during the events of the return of Voldemort.

School Rules

The other large section in the student’s book covers the full game rules, everything from classes, potions, charms, flying, and all of the drama and action that we’ve come to know and love.

One basic mechanic (roll two dice and add the student’s grade from their Report Card; the higher the total, the better the result is) determines the result of most actions, from noticing a clue to avoiding a Bludger.  This mechanic is only used when the outcome of an action is in doubt and is dramatically important; no rolls are used for eating trifle or walking down a school corridor, unless it is somehow relevant to the Chapter.

Conflict

Most tabletop games are about competing against each other to find a definite winner. However, this game is all about working together. Helping each other through the school year, working as a team to uncover any dark forces that may be threatening the school, and using each other’s differing areas of expertise to win through in the end. Just as Harry, Ron and Hermione were challenged to use their own skills (flying, chess and herbology knowledge) to get through the tests that lead them to Professor Quirrell at the end of Harry Potter and the Philosopher’s Stone, the players will find that cooperation will overcome almost any obstacle.

Actual direct conflict with other people or creatures remains true to the themes of the book. The spells immobilise, disarm or hinder, and never kill. The Unforgivable Curses remain off-limits to the students, and even experienced players who feel they have to use such a Curse will find their student wracked with guilt and nightmares. This doesn’t mean that characters cannot be killed during the game – Hogwarts can be a dangerous place at times, but in these times of peace such an event is rare.

House Points

House Points allow players to temporarily nudge reality in their favour.  If a roll doesn’t go their way, or if they are badly injured, or unable to fathom a way out of the situation they’ve wound up in, House Points can be spent to tweak the game at suitably dramatic moments to the player’s benefit.  House Points are gained by good game playing, making witty lines at apt moments, being brave and making the story dramatic and exciting.  At the end of the school year, the House Points that the students have earned can go towards the House’s totals, in order to win the House Cup.

Learning

The rules section also cover the student’s actual learning – whether this is during classes and being studious, or through their experiences outside of the classroom. The students mature, get better at their work and grow, and as such, their grades may improve. Of course, if they spend all of their time on the Quidditch pitch or being a socialite their studies may suffer and their grades may actually go down!

Advice

Finally, in the student’s book, are a few helpful guides for playing the game and getting the most out of it.

Mastering Headmastering

The Headmaster’s Book repeats most of the information from the student’s book, allowing the Headmaster to have access to the game rules without having to repeatedly borrow the book from the other players. However, the Headmaster’s book also includes additional information, clarification of the rules, and additional advice on how to play the game.

Written as a guidebook supplied to a new school headmaster, the book features additional rules for writing up a student’s Report Card, playing through their first trip to Diagon Alley, purchasing their wand (or rather, having a wand choose them), through to the train journey to Hogwarts. It also details the important process of being sorted into a House, as well as advice for playing a game where the students are all in different Houses. Of course, each House is covered in more detail to give the Headmaster more information for running the game.

Classes

The Headmaster’s Book also goes into more detail with the basic classes as the students learn about Astrology, Herbology, Charms, Potions, flying and the all important Defence Against the Dark Arts. The limitations of magic and the Principal Exceptions to Gamp’s Law of Elemental Transfiguration are also covered, so that the Headmaster knows exactly what the students can and cannot do with magic.

Quidditch

A section of the book also covers playing Quidditch, allowing students to take part in the most exciting and dangerous of sports. The rules are quick and cinematic, allowing the actual game of Quidditch to feel fast and action packed, like watching it in the movies. An additional game will be produced to allow a more strategic Quidditch simulation at a later date for those who wish to incorporate it into their school year.

The School and its Surroundings

A brief overview of the school, locations and classrooms, House common rooms, and notable events is covered for the Headmaster to refer to during the game. The surroundings are also covered briefly, including the Black Lake, The Forbidden Forest, the Gamekeeper’s Hut and Hogsmeade. 

The Dark Forces book cover, photographed
at the Warner Bros. Studio Tour
Designed by MinaLima - An example of how
the book covers could look
An Introduction to Potential Threats to the School

While Voldemort has been defeated, there is still danger and threats to the students as well as the school itself. Woe betide anyone who feels they’re able to wander through the Forbidden Forest without thinking twice, and who knows what may be lurking in the castle’s dungeons? Most of the Death Eaters have gone into hiding or have been rounded up and sent to Azkaban, but there may be one or two plotting in the shadows, looking to gain a fraction of the power that they once had. This section details some of the creatures, Villains and threats that the students could encounter on a particularly bad day at school. 

Adventure!

Finally, the book also gives the Headmaster everything needed to create and run a game.  Advice and
guidelines for the development of Chapters and Terms is also provided, as well as help in creating the overall themes of the story.

The themes of the books – potential, optimism, love conquering darkness, and destiny are all suggested here, and the Headmaster is encouraged to keep the game in the same tone and share these themes.

Acting as Headmaster can be a little daunting, and this section aids the player who has never managed a game before.  Advice includes avoiding “railroading” the players on a predetermined plot, concentrating too much on classes and ignoring the personal dramas that make the story interesting, and getting a feel for how the game is going to ensure everyone has fun.

An Appendix is also included to recommend further reading, provide a glossary of terms and spells, and handy game-play reference.

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Quick sketch of how the box design
would work, making the box
look like one huge book.
The idea would be to have a basic game that would come in a box, designed to look from the outside like one of the old textbooks from the Hogwarts Library.

To make the box more attractive and more commercial, this would be wrapped in a slip-cover that would partially cover the front with more colourful images of Hogwarts, Harry and so on, and provide information about what is inside.







This cover would be slightly shorter than the box is wide, so the cover can be stored inside the box once opened.





Not only that, the inside of this cover would be filled with useful information for the Gamemaster so the cover could double as the Gamemaster's Screen.




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So that was the initial pitch. This doesn't include the plans for the supplements, the expanded rules for the later years, and more. Next post, I'll go into some more detail on these, and look at how the game system would work.

I hope you like what you've seen. Please spread the word, you never know, if the right people see it and like it, magic could happen...

It is our choices, Harry...

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...that show us who we truly are, far more than our abilities." - Albus Dumbledore

Sample character sheet (designed as Report Cards)
along with a wand sheet (as a receipt from Ollivanders)
[prototypes by D.F.Chapman]
A couple of weeks ago I posted about the Harry Potter roleplaying game that I've always wanted to write, and how it would be a great idea that would build kids imagination as well as stay true and respectful to its sources. Then, last week, I posted the basic pitch, looking at the main game product and how it would be packaged and put together.

This week, continuing the topic, I thought I'd look at the actual game system and how it could work to replicate the feel of Harry Potter and the wizarding world.

When the pitch documents were first put together, the basic idea was to use the Vortex system I'd created for Doctor Who: Adventures in Time and Space for Cubicle 7 Entertainment. It seemed the easy thing to do, adapting the gadget rules to work for magic items, and so on.

But the more I thought about it, the more I reconsidered. Sure, the basic mechanic could remain, but it didn't necessarily need to. Working on my pet project, WILD, the RPG of dreamshare, creating a system for that naturally fired off some new ideas of how a game system would work for Harry Potter.

Let's look at the basics.

Most roleplaying games (Doctor Who included) use a basic Attribute and Skill mechanic. Add the two together, or one modifies the other, and bingo. Harry Potter would be similar, except the Attributes and Skills would be a little more broader ranging and less restrictive. 

Everybody can do everything, its just that some people are better at some things than others. Neville is brilliant at Herbology, and Hermione lacks the talent for Divination. But they can all do it.

Attributes, rather than the usual Strength, Dexterity, etc. would be simply the following four:

Brave, Cunning, Dedicated and Wise.

It's rare that something happens in the world of Harry Potter that wouldn't fit into one of those four. 

You'll notice that those four descriptors seem a little familiar. That's because those are the key words usually associated with the four houses of Hogwarts - Gryffindor, Slytherin, Hufflepuff and Ravenclaw respectively. Students would have one of these "attributes" at 5, one at 4, another at 3 and one at 2. The high Attribute would determine the House the student it sorted into. Highest Attribute is Wise? Ravenclaw! Have your 5 in Cunning? Slytherin! 

But what about strength, or dexterity I hear you ask. Well, that's where the "skills" come into it. Instead of a long list of Skills like athletics, firearms, dodge and so on, it makes more sense to simply break it down into the classes that the students attend in Hogwarts. Flying is mandatory for first years, and the remaining classes (Astronomy, Charms, Defense Against the Dark Arts, Herbology, History of Magic, Potions and Transfiguration) covers just about everything needed in the game. Hence the Dumbledore quote at the beginning of this blog post.

Once the students reach their third year, they opt to choose another two classes out of Arithmancy, Care of Magical Creatures, Divination, Muggle Studies and Study of Ancient Runes, just like in the school. 

Then, simply, you'd roll a couple of dice, add the suitable Attribute and the correct Class, and try to beat the difficulty of the task, just like Doctor Who.

But thinking of the Doctor Who system, the results of the rolls used to be split into three levels of success, and three levels of failure, using the very cool Yes, But, No, And style of gaming. 

Success Table from the 11th Doctor Edition of Doctor Who: Adventures in Time and Space
You know what else has three levels of success and failure?

O.W.L.s.

Ordinary Wizarding Levels - the wizarding world exams.

It's like it was meant to be!  

How the Success Table would work just like O.W.L. results!
However, the more I thought about it, the more I thought that you could break down the classes and group them into even more generic terms. I came up with the idea of just using five, named after places in Hogwarts -

Charms Class, Library, Quidditch Pitch, Common Room, Divination Class

Charms Class would cover all magic usage that involved wands,
Library would cover any research or information, or academic magic like Herbology or Potions
Quidditch Pitch would be for flying, or any athletics and physical activity.
Common Room could cover all of the social interaction, and
Divination Class would not only cover prophecies and divination, but also perception.

It would certainly make it simpler...

These broad definitions could be paired with report comments like "exceeds at the Patronus Charm", or "often suffers from explosive side-effects", which could give bonuses and penalties, like the Good or Bad Traits in Doctor Who.

Hmmmm...

A closer look at the character sheets, designed to look like Report Cards -
The corner is cut off, and it is a sleeve you can tuck the equipment cards into
for ease of storage.
With character sheets that look like report cards, wand sheets with information of the wand's qualities on mock Ollivanders receipts, the other options are endless... Broom sheets as receipts from Broomstix, or Quality Quidditch Supplies... and familiar sheets with stats for owls, toads or cats from Eeylops Owl Emporium or the Magical Menagerie on Diagon Alley.

Rough doodle for a possible Chocolate Frog Card
You could take the props route even further with a couple of other options for task resolution. 

Working on WILD, I've been toying with using cards instead of dice for task resolution, using Tarot to inspire not only how you succeed but also what happens. Something similar could be done for Harry Potter using Chocolate Frog Cards...

Four suits, equals each of the Houses / Attributes, and extra symbols on the cards could be used for extra effects or for a quick Quidditch resolution system. Major cards could represent the most common charms, and the symbols could even be used for wizard duelling...


For a simpler task resolution system, you only need to look to Cubicle 7's Lone Wolf RPG for inspiration. In a genius move, rather than using dice, you flip a counter into the lid of the box and it lands on a grid of numbers which gives you a result. Simple! Brilliant. What does that sound a little like?

Gobstones.

Using a printed counter that looks like a gobstone, you could flip them into the lid of the box onto a grid (that could look a lot like a gobstone playing field) to replace dice rolling. You could even have places on the grid that would be when the stone spits at you, indicating a disastrous result!

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I could go into more detail about how Quidditch would work, wizard duelling, and more, but this is already a lot to take in. As you can tell, the Harry Potter RPG is constantly on my mind, suggesting new and exciting ways of running the game, talking to me like a Horcrux in the night.

Next post I may look at the supplements and expansions to the game, taking it to later years, and out into the Ministry of Magic, Aurors, and beyond.

Until then, stay multi-classy, and if you like what you've read, please share it far and wide - who knows, if the right people see it, magic could happen...




The Mind is Not a Book...

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...to be opened at will and examined at leisure."
- Severus Snape, Harry Potter & The Order of the Phoenix

Over the last three weeks I've been posting about the pitch I put together for a potential Harry Potter roleplaying game, from why a Harry Potter RPG would be a good thing, how it would respect the books and films, going into detail about the core set and how the game would look, as well as some initial thoughts about game system and how it would reflect the source material. 

In a final post, I thought I'd take a quick look at potential supplements for the line, and how it would take the game beyond Hogwarts and into the world of magic.

The collector's edition of Page to Screen, along with the collector's
Beedle the Bard, and other Harry Potter reference books!

Each supplement would be presented as a book that could actually exist in the wizarding world, complete with cover design and layout that would fit right in on a shelf in Hogwarts. 


Senior Years Supplemental Textbook

Presented as a guide for selecting the optional courses, this book expands upon the rules of the game and allows students to choose their options in the Third Year (adding two of the following courses – Arithmancy, Care of Magical Creatures, Divination, Muggle Studies and Study of Ancient Runes) as well as the more advanced versions of their usual classes. 

The book also presents some of the really advanced magical techniques that are taught to the older students, and prepares them for their OWLs and NEWTs. Apparation and other more exclusive classes are covered for use if there is enough demand for the staff to warrant running the classes (for Sixth and Seventh Year students).

The rules also aid the Headmaster in creating more and more challenging adventures for older students at Hogwarts, taking the game to vast and epic proportions!


The Ministry of Magic

Some students may wish to seek a career at the Ministry of Magic once their education at Hogwarts is complete. The Ministry offers many opportunities to the wizarding graduate and this set of additional rules allow players to continue to game while working for the Ministry. 

The various departments are covered, most notably the exciting Department of Magical Law Enforcement, and the legendary Auror Office, as well as the Improper Use of Magic Office, Magical Law Enforcement Squad, the Misuse of Muggle Artefacts Office, and the Detection and Confiscation of Counterfeit Defensive Spells and Protective Objects Office.

Of course, if they don’t fancy a career there, there are plenty of other options available including the various offices in the Department of Magical Accidents and Catastrophes, the Department of International Magical Cooperation, the Department of Magical Games and Sports, the Department of Magical Transportation, the Department for the Regulation and Control of Magical Creatures, and the ever secretive Department of Mysteries. 

The Wizengamot will not be an option for the players.

The Ministry of Magic opens up a new world of gameplay for the players, taking on the various tasks of Ministry officials, investigating strange goings on and the misuse of magic in the wizarding world. It also doubles as an essential resource as a location for visiting Hogwarts students.


Headmaster’s Office

It’s all well and good being in charge of things, but it can be a bit tricky sometimes trying to juggle all of the staff, the pupils and the classes, and that’s before any of those unforeseen catastrophes happen. This book provides advice and additional game rules for the Headmaster to help them with running the game, planning new adventures and what to do if the players decide to go off in unexpected directions. 

Monster Book of Monsters as it appears in
the Prisoner of Azkaban movie

Monster Book of Monsters

While the Basic Game provides a smattering of monsters and bizarre creatures that may be encountered during the average school year – whether this is during class or through reckless venturing into the Forbidden Forest – it only begins to scratch the surface of the vast menagerie of wild and wonderful creatures that inhabit the wizarding world. Cataloguing some of the most interesting, rare and exciting creatures to be encountered, this is a handy resource for anyone wishing to explore or hoping for a career in the Ministry of Magic’s Department for the Regulation and Control of Magical Creatures.


Fantastic Beasts and Where to Find
Them, cover by MinaLima designed
for the films
Fantastic Beasts and Where to Find Them

Expanding upon the Monster Book of Monsters, this adds even more information about magical creatures through history, and expands the game into the era of Newt Scamander and the new trilogy of movies set within the wizarding world. This adds new, post school career options for magical explorers and opens up the world to budding Gilderoy Lockharts everywhere.


Magical Schools of the Wizarding World

Hogwarts is well known to be one of the most prestigious places to gain a magical education. Certainly, after the defeat of Voldemort, it has become one of the most famous wizarding schools of its kind. But it is most definitely not the only one. While some choose to home school their young wizards and witches, other schools are out there in case Hogwarts is considered potentially too dangerous. Of course, these other schools are the institutions of choice for those in the country where they are located, but sometimes exchanges and such events as the Tri-Wizard Tournament mean that interaction with other schools becomes part of the academic year.

Defence Against the Dark Arts
book prop cover from the films
designed by MinaLima
This book gives the Headmaster additional information and rules for setting their game at Durmstrang or Beauxbatons, or possibly even a whole new school of their choosing, or for incorporating students from other schools as part of an exchange program or tournament at Hogwarts.


Defence Against the Dark Arts 

One of the most dangerous lessons in the academic year, this deserves an additional textbook of its own. Not only does this provide information for the Headmaster about the dark magic out there in the wizarding world, but also provides details for a host of Villains and evildoers that the students may have to face as part of their adventures. However, the most essential information within this tome is advice for the student on how to defend themselves against such evil and how to counter any of their dastardly plots.


Hogwarts - A History, book prop
cover by MinaLima for the movies.
Hogwarts – A History

Hogwarts is a huge place with a colourful and eventful history. This essential handbook for the budding Hogwarts Headmaster collects all of the necessary background information about the school, the various locations within the walls and in its surroundings – from the astronomy tower to the dungeons, from the Headmaster’s office to the Chamber of Secrets, right out to the Owlery and the Quidditch Pitch, to the Dark Lake, the Forbidden Forrest and Hogsmeade. 


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And that's it. That's everything that has been compiled to date in my head for a potential Harry Potter roleplaying game. Ideas are always popping into mind, but I'll leave these blogposts as it. It would be amazing if this line were to be made, but for now they will remain as fantastic books in my overactive imagination. 

Maybe one day, execs from Warner Bros. or the legendary J K Rowling herself will see these posts, see what a great game it could be, how it would be respectful to Harry's world and Rowling's amazing creation, and how it could spark the imagination of kids and adults alike.


We can but dream.

The Harry Potter Roleplaying Game

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...that could have been.

Over the last four weeks I've been posting the pitch for the Harry Potter RPG that I started putting together when we started talking to Warner Bros about the possibility of the game. Nothing came of it, and they didn't see the pitch in the end, so I thought I'd post it online so that (a) you could see what could have been, and (b) hope above all hope that someone will see the posts and realise that it's a great idea and... well, we can dream.

The mocked up sample character sheets, presented as a report card and receipt
from Ollivanders. 

I started a new blog post about Mad Max: Fury Road, and how a non-stop chase movie with very strong and independent female characters has similarities with the series of novels I've been working on for the WILD RPG, but I want to give the post the time it deserves.

Meanwhile, I thought it would be useful if I collated all of the Harry Potter posts together for easy reference and access.

The first post looked at how a Harry Potter roleplaying game would be a great thing - how it would encourage new players to stretch their imaginations, and empower their social skills away from the lure of the computer screen - as well as looking at how it would remain true and respectful to J K Rowling's work and vision, and wouldn't diminish the wonderful books and films.

You can read the first post, "Adventures in a World of Magic" here:

http://autocratik.blogspot.co.uk/2015/04/adventures-in-world-of-magic.html

The second week I looked at the product itself in more detail, looking at how the game would look like a Hogwarts textbook, and immerse the players into Harry's world by keeping the feel of Rowling's brilliantly envisioned setting.

You can read the second post, "Of course it's happening inside your head, Harry..." here:

http://autocratik.blogspot.co.uk/2015/04/of-course-its-happening-inside-your.html

The third post really got down to the details of the game system and how it works, looking at the character sheets, stats, how the dice are used, and how simple mechanics can maintain the feel of the wizarding world, and suspend the belief of the players.

You can read "It's our choices, Harry..." here:

http://autocratik.blogspot.co.uk/2015/05/it-is-our-choices-harry.html

The fourth and final post looked at the supplements that could be produced for the game, expanding the potential to provide players with endless possibilities that will keep players of all ages playing for months and years to come.

You can find the last post, "The mind is not a book..." here:

http://autocratik.blogspot.co.uk/2015/05/the-mind-is-not-book.html

Thank you all for listening. We'll get onto a new topic next week!

Until then, stay multi-classy!

We Don't Need Another Hero

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It's no secret that I've been running out of steam recently. Motivation was at an all time low, and I've been finding it hard to be enthusiastic about anything. It's a sad fact that sometimes real life gets in the way.

It didn't help that I'd been starting to doubt what I was doing with the RPG I'd be working on - WILD -  and the novels that I'd been writing that tied into the game that told the back story. Stepping back from the first novel, I was concerned that I was doing something wrong. I looked at what happened in it, and it felt like one long chase sequence.

Sure, there are plenty of character moments, and most of them are female characters (I think there are only three male characters in the whole thing). There's some emotion in there, family stuff and a quest for independence, and finding direction. But on the whole, the lead character finds herself in a bad and surreal situation, and then stumbles from one action sequence to the next.

There are hideous creatures, a surreal landscape, car chases, train chases, motorcycles, flying, robots, knights, and... well, if you can dream it, it can happen.

But I thought, "who'd want to read what is basically a massive chase?"

Then I saw something that changed my mind.


Mad Max: Fury Road

A film that has taken the internet by storm, with massively positive reviews. Like the previous instalments of Max's adventures, when you look at it from a distance the plot is a little thin. For example:

Mad Max: Cop tries to catch bad motorcycle gang, gang takes it out on cop's family, cop seeks revenge.

Mad Max 2 - The Road Warrior: Former cop needs petrol, people with petrol are under siege by bad gang, former cop helps in return for petrol.

Mad Max 3 - Beyond Thunderdome: Former cop wants his stuff back, gets screwed over by people with his stuff, finds kids who think he's their saviour, former cop (with help from kids) gets his stuff back and saves the kids.

The new one isn't too dissimilar...

Mad Max - Fury Road: Former cop gets screwed over by bad guys, one of the bad guys' best people runs off with the big bad's favourite ladies, former cop gets caught up in the fight, joins those running from the bad guys.

Just like the previous movies, Max isn't really much of a hero, more a befuddled and reluctant participant. Dragged into the fight by his own selfishness before realising that there are other people who have a noble and worth cause worth fighting for. He ends up joining them, and helping them, tipping the balance a little to help them to get what they want - whether that is freedom, justice, gasoline, or Tomorrow-morrow Land. A lot of the time it looks like they'd get what they want with or without his help anyway.

I first saw the first two Mad Max movies in the most unlikely of places... A large stately home in Yorkshire regularly held a classic and custom car rally where people from all over the country would bring their shiny cars and park them up on the grass, and the public could wander around and look at the cool cars. My dad was always really into cars - not in a gear-head way, but in an "appreciating cool and vintage cars" way. He used to collect the Matchbox cars of vintage motors and had them displayed all over the house, so the chance to look at the real thing was too good for him to pass up. So mum and dad would go, and I'd tag along, sometimes with one of my school friends (usually Cooper or Mole).

One year we found a room near to the car exhibition where there were loads of kids just sitting and watching movies. I say kids, they were mostly teenagers, family of those people who owned the cars. They had a TV and a VHS player set up in the room. While mum and dad looked at the cars, I sat on the floor and pretended to belong and watched a lot of Mad Max, and all of Mad Max 2, before I was discovered and kicked out. (Strangely, I remember watching a lot of Rocky 2 this way as well another year).

Maybe it was seeing it at a young age, but Mad Max always stuck in my head. And travelling around Australia last year, seeing the long and straight roads, looking out of the windows of the Ghan railway at the orange desert that seemed to stretch off into the distance on both sides, I couldn't help but think of Mad Max.

The Lasseter Highway heading to Uluru. Mostly straight and fast,
just how Max likes it. (Taken 2014)
It could be that having the Max movies in my head from such a young age has influenced what I write on a subconscious level. Seems only apt as most of the fiction takes place within the dreams of someone trapped in them.

Thinking about the plot of the first book of the trilogy that is set in the WILD universe - the eighteen year old daughter of the tech mogul who will go on to develop the dreamshare technology - finds herself in the surreal mindscape of another version of our reality. Like home, but slightly twisted. A dark Silent Hill alternate. She escapes a number of threats before embarking on a dangerous trip to find a way out of her nightmares.

I realised that she spends a lot of time like Max, the befuddled and reluctant participant. She just wants to go home, to her real home, but is caught up in dangerous situations - conflicts with monsters, knights, robots, and more, each could represent her own personal internal battles...

For a time I thought about giving up on it. Just packing it in. Not only writing the WILD novels, but giving up on writing WILD the RPG as well... Hell, I've even thought about giving up RPG writing entirely - accept my place as a shop assistant.

But you know what?

Sod it.

I'm going to muddle on. Chipping away at it. Walking the desert landscape of my creativity a little further every day. Who knows, I may find my Tomorrow-morrow Land. My Green Place. And actually know what the hell it is I'm supposed to be writing.



Make It So...

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FASA's Star Trek RPG
In addition to Harry Potter, another major franchise that constantly circles my brain on a regular basis is Star Trek. Why isn't there a Star Trek RPG at the moment? With the anniversary only a year away, it just seems strange that there isn't a Trek RPG currently in production. I know there have been a couple of Trek RPGs in the past, the FASA one in the 1980s, and Last Unicorn Games' version in the 90s... but like Trek TV series, it seems like a very long time since the last one.

Maybe it's something about Star Trek's main themes that keeps drawing me to it. I backed out of writing Eden'sExtinction RPG despite having worked for nearly three years on its predecessor Conspiracy X 2.0. Not because I didn't like the game, but because the task arrived just after my mother had died and I wanted to get away from games that were all about war, violence and killing.

Maybe it was because I worked for so long on Doctor Who: Adventures in Time and Space, which encourages interaction, and using your brains and diplomacy when encountering a threat, rather than diving straight into a gun-fight.

And there has always been something about Star Trek that's been like that. Sure, there are fights. Sure there is constant danger and threat, and even death. But, the dominant themes are adventure, exploration and discovery. Races and sexes are equal, working in harmony (mostly) and finding new and exciting things. And, above all, it's fun.

I remember watching a few episodes as a kid of the original series, but I think I was too young to really appreciate it. Then, of course, Star Wars happened, and everything in my head was cool spaceships and science fiction. I have a distinct memory of my father taking me to see Star Trek: The Motion Picture at the cinema when it came out. And I have a more distinct memory of Star Trek II: The Wrath of Khan - and being absolutely blown away by that one.

By the time Star Trek: The Next Generation started on TV, I was already a fan. So much so that I even attended the local (despite it being 15 miles away) official fan-gathering, the local "chapter" - the USS Kingston-Upon-Hull, where they fuelled my appreciation of the original series, and showed TNG episodes that hadn't aired in the UK yet - specially recorded and posted by fans in the US on videotape (this was before the wonders of the interwebs).

Of course, Trek stopped being on TV, but when JJ Abrams' revival movie hit in 2009, I was lucky enough to see a secret advanced screening and I was filled with excitement and wonder again. The classic characters were back, and it looked fantastic. Loved it. It's still one of those movies where I watch it over again if it happens to be on TV.

That was when I started thinking about a Trek RPG again. It's always been ticking away in the back of my head.
The mock up versions of the Star Trek RPG books I made for the following video, around the size of a Traveller LBB


Earlier this year, I posted a little about the size of books, even making a video about them and how the first RPG I played was also one of the cheapest, and one of the most economically easy to get into playing - Traveller. (Maybe skip to around the 4:00 mark)...


The Traveller"Little Black Books" (as they were called) used to retail for between $4-$6 each (usually about the same in UK £'s) which meant they were a good pocket-money price for those without a massive disposable income on gaming.
Cadet Book (mock cover)
for Character Generation

Which got me thinking about how a Star Trek game could work in a similar way - smaller books, cheaper price, maybe a boxed set to start you off if you want.

A Cadet Book would cover all of the aspects of character creation, defining who your character is before going to Star Fleet Academy, going through their training and assignment.

Then you can have books for the Sciences (which cover research, medical, and the scientific element of adventures) and Operations (detailing combat - both on a personnel level as well as basic ship combat). A Command book would round off the "core set", providing help for Command crew as well as Gamemastering.


Taking its design style initially from the Abrams movies, you could expand into more detail in further supplements. Supplements for races, planets, and advanced rules for ships could follow.

How about keeping the supplements small? You could do individual books for ships - featuring all the deck plans and specifications for a particular ship, or class of ship. A space station like DS-9 where you can set a whole campaign.


 What about retelling the episodes? You could have small books for each of the classic episodes, allowing GMs to run them as games. And, like the James Bond RPG, and the Doctor Who: Adventures in Time and Space RPG, the episodes can be presented with alternate options to change the story or the outcome slightly for those who are familiar with the episode, and present spin-offs and continuations for follow up episode ideas.

This wouldn't necessarily need to stick to classic Trek, it could continue through The Next Generation, Deep Space Nine, Voyager, Enterprise, and the movies.

Of course, the other thing to consider is accessibility. Keeping the game simple, quick and fast, to emphasise the story rather than the rules. Remember the rules I discussed for the Harry Potter RPG I'd been posting about? Using a similar approach, instead of a mass of skills and numbers to concentrate on, everything could initially be boiled down to five Skills -

Command, Science, Medical, Operations, and Security

And like the Potter game, reducing the number of Attributes to a minimum is key as well... probably ones that tie in with key themes of the series, like Logic, Empathy, Bravery... that sort of thing...

Maybe one day...

We can dream can't we?

Until next post, stay multi-classy, and Live Long, and Prosper...

"Dream a little bigger, darling..."

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I've been spoiled.

Something amazing happened to me in the past - we did the impossible and came out shiny, but it has spoiled me and set my expectations way too high.

The amazing thing was Doctor Who.

It was impossible. A crazy, impossible dream that started as a chat over the internet between like-minded individuals, that escalated into just saying "let's go for it"... never expecting it would get anywhere.

It started with a quick chat with Chris Birch, possibly one of the nicest people you could meet in the RPG scene, and now the man with his own company - Modiphius. He'd just bought Conspiracy X 2.0, and got in touch. We chatted about the RPG world in general, and about trying to get new gamers into the hobby, and chatted about licenses that would get kids playing.

Cover of the original pitch to the BBC for the game
Within weeks we'd been talking to Angus Abranson, and Dominic McDowall-Thomas at the recently formed Cubicle 7 Entertainment, who Chris and I knew from past dealings, and we talked, and brought in Fred Hicks - the legend over at Evil Hat - to do some layout design for us, and we put together a proposal to the BBC for a roleplaying game based upon Doctor Who. All of them legends in the RPG world, I was way out of my league.

Never thought anything would come of it.

Even when we all went to BBC Worldwide Licensing in London, to talk about our idea, did we ever think we'd get anywhere. But the BBC liked what they saw, and we'd done the impossible.

(L-R) Me, Dominic Mc-Dowall Thomas, Chris Birch, Angus
Abranson, and Fred Hicks at the official announcement for the
Doctor Who RPG at Dragonmeet 2007
But I'm not posting about Doctor Who. I'm posting about doing impossible things before breakfast. To me, and to everyone around me, getting to write the Doctor Who RPG was an impossible task. I mean, we knew people had tried before to do the game (not just the ones that got published like the FASA one, and Virgin's"Time Lord").

In my head this set a new standard.

To dream a little bigger.

This week I went to see Ruby Wax live. She was doing part of her "Sane New World" tour where she did a live thing on stage that was part recap of her new book and part stand-up. I must admit, I had this moment a few years ago at a Dylan Moran gig where I had a moment of clarity and realised that I didn't like stand-up comedy. Luckily, Ruby Wax's tour wasn't really comedy, so to speak. More a presentation about how our brains work, and how we're screwing ourselves over. Done in an amusing way.

A couple of parts of the show really rang true. The first was how stress can affect your memory, and one of the earliest signs of being stressed is forgetting things. This was a bit of a wake up call, having noticed recently that I'm having difficulty remembering names...

The other is about how we're driven by that dopamine hit, that constant drive for more. You eat the donut, and you're already looking for the next one. It's not the actual donut that's giving you pleasure, it's the thrill of the chase, of the capture of the donut, and midway through eating the donut the brain is already preparing you to look and hunt for the next donut out there in the wilds of the donut plains...

And my writing has been like that.

But I was part of something impossible. And while I kinda burned out on Doctor Who (there was a period when my dayjob and my writing were pretty much non-stop Doctor Who for about a year or two), that dopamine hit is calling and I've spent months, if not longer, desiring the next one.

Part of my brain is screaming at me, saying...

"You did Doctor Who! You can do anything! Why don't we do Star Trek next? Or James Bond? Or Harry Potter!"

And another part of me is shouting...

"You were lucky to get that one, just give it up and know it'll never happen again..."

I know it's impossible. I'm just a little freelancer. I don't have the clout of a massive publishers, or a track record of my own publications. Hell, I've been working on WILD for nearly three years now and it doesn't seem to be getting any bigger.

But I have to dream.

I had the same problem just this morning, thinking about #RPGaDAY2015. I'm going to film a video for it in the next week or two, and the image for the questions for August's RPG-love-fest is coming, but part of me... that annoying "dream too big" part of my brain kicked in again today and started suggesting stupid things like...

"What if I did the video, and I could get loads of game designers and people like that to submit a little video of themselves saying RPGaDAY2015..."

"What if I could get people like Felicia Day and Wil Wheaton to do it? To take part in the month of talking in a positive way about tabletop RPGs?"

Stupid brain.

Anyway, next post will be about #RPGaDAY2015. I don't know if the video will be ready, but I'll try. In the meantime, I'll be over in the corner, dreaming too big for my own good, and eating donuts.

Until next time, dream bigger darlings, and stay multi-classy.

#RPGaDAY2015 This August - It is Happening Again!

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Last year I had this bizarre idea. Inspired by taking part in one of those "Hashtag-a-thons" about books, I wanted to do something for tabletop roleplaying games, to spread the love of our hobby and what we enjoy about it. And, maybe, find some new friends online who share our interests.

So, with the help of the awesome Will Brooks who provided the design for the question image, I set about launching #RPGaDAY. I figured a couple of people I knew through roleplaying design would take part, and I was blown away by how many people actually joined in. RPGaDAY spread far and wide, throughout Europe, the US, Australia and Brazil. I was stunned!

When it was all over, the only question that remained would be - shall we do it again next year?

That time has come, and so why not? Let's give it another try!

The new questions can be found above, and every day in August we'll take the corresponding question and post our responses online using the tag: #RPGaDAY2015

I made a little video to explain it all...


This year, it'll not just be me talking at you for a month - I've managed to recruit some far more interesting and awesome people to help out and join in. Please subscribe and keep up with the news!

So please, spread the word, and join in celebrating all that is cool about RPGs.

Like the Facebook page:
www.facebook.com/RPGaDAY

Until next time,
Stay Multi-Classy!


Standby For Rejection!

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...anything can happen in the next 31 days...

August is a crazy month. There's all the excitement of Gen Con Indy happening at the beginning of the month, when the new games are announced, and just about every game designer (except me) on the planet descends upon Indianapolis.

There's also #RPGaDAY2015, where I've tried to get the internet talking in a positive way about roleplaying... this blog, and my Youtube channel, will be filled with my daily posts corresponding with the questions from the image...


On top of all that, the boss from my dayjob is on holiday, so I'll be pulling extra hours and long shifts to cover.

And finally, because I'm completely insane, I'm going to submit my novel to a publisher...

Never done it before, so it'll be a new experience for me, and I'm prepared for rejection. While I've written loads of RPG books, and worked on many RPG titles, I've never had any fiction published, nor really attempted any long form fiction. I am expecting the "please, never send this to us again" response, and the "please, never write fiction".

The novel is based on the background for the WILD RPG, something I NaNoWriMo'd a few years ago, and I've been rewriting, reworking and editing since. We'll see... I'm not really expecting a positive response.

Meanwhile, it's just a couple of days before #RPGaDAY2015 starts... so I'll post again then.

Until then, stay multiclassy!!

#RPGaDAY2015 - Day 1: Forthcoming Game You're Most Looking Forward To

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Hi everyone!

It's that time again. A whole month of me going on about tabletop roleplaying games again.

I'm sure there will be a few days around the end of week one when things will get a bit tight on the schedule and days may be a little late, but I'm hoping my organisation skills will save me, and my preparations will pay off.

Each day I'm hoping to post a video detailing my response, and a short-ish (depending upon how busy things get with the day-job) blog post that'll embed it.

Last year, #RPGaDAY was great, a huge success that spread further around the globe than I could have ever hoped. This year, I'm just happy to have you take part again. Thanks everyone.

So, lets get this show on the road...



Day 1 - Forthcoming Game You're Most Looking Forward To



Today's video I'm helped out by the ever cool Dominic McDowall-Thomas, who sent me his video from the incredibly warm GenCon 2015 dealer hall during set-up day this week. Thanks Dom!

Definitely, the game I'm most looking forward to is the new edition of Kult. I loved Kult, and I'm eager to see what it's like with a new game system.


--

Above all, I hope you enjoy #RPGaDAY2015. I know a lot of people enjoyed last year and found it motivating with the writing and videoblogging, and inspirational.


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