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So I figure one good use of a blog is to post about the things I unashamedly love. A chance to be positive and be me. For the first of these reflections, I want to talk about theme songs. I love a good theme song; completely and unashamedly.

I have never before taken the time to mull over as to why.

The concept of a theme song seems to date back to the 1930-40s with the advert of radio and then TV shows. However as programming became more sophisticated/commercialised, so too did theme songs. As a child of the 1980s and 1990s, I think we were especially spoiled by the proliferation of quality theme songs and the work of such composers as Mike Post and Shuki Levy.

But why do I love theme songs so much? Here are a few thoughts:

1. Its Just Good Music In many ways, and in many cases, there are theme songs that are just straight up bangers or otherwise good tunes. I mean, take "The Devil's Gallop" which rose to prominence as the theme to the BBC radio serial 'Dick Barton'. That seems to be a case of a show co-opting some epic music. There is no shame at all in recognising that "I'll Be There For You" would be an entirely solid pop song even without the association with Friends.

But that leads me to my second point...

2. Association A theme song does not exist in a vacuum. It is, by its very nature, associated with the show that it foreshadows - and that's powerful. In the days before pausing/recording TV, the theme song was a siren to come sprinting to where one could experience the show. The music was associated with beloved characters and emotive storylines. It has the weight and power of nostalgia on its side. When you - or at least I - hear a theme song, its not just good (or just halfway decent) music, its a gateway to memories and simpler times. And I am a sucker for that.

3. Tone / Narrative One of the things that marks out theme songs from other music is that, by design, they are intended to set the stage, the tone and - in some cases - set up the story of what is to come. It has to musically make a promise that the subsequent show has to keep. The 1980s were rife with shows that featured an introductory narrative to bring the casual viewer up to speed before kicking into some up tempo (often synth) tune. It was not just music, it was a story (and if you know me you know I love stories).

So if you are riding in a car with me and my playlist offers up a theme song, this is why.

And just for fun:

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So the last weekend of January saw the return of "To Boldly Game" at the National Space Centre in Leicester. This was the second time the Space Centre has teamed up with the forces behind the UK Games Expo to bring sci-fi and STEM-based games to the centre. And I was there to demo games.

I have already mentioned MLEM and I don't really need to mention Dobble, but let's talk about Unlock!
by space Cowboys.

Unlock! is, in a nutshell, an "Escape Room In A Box". You get a deck of specially made card and download an app and then you are presented with a scenario, a series of puzzles and a ticking countdown.

If that sounds like fun, it is. If it doesn't, then its not for you. Its that simple.

For demo purposes, the Star Wars Unlock! includes a 10 minute tutorial that I helped run for people repeatedly. Not only have I enjoyed solving the puzzles but I have enjoyed watching others put the clues together - and 90% of them making the same mistake that the game pretty much expects them to. Its a good time.

The Big Box versions contain 3x 60-minute adventures plus a 10-min tutorial. Its a great small group (or solo) piece of fun that you can do in the comfort of your own home, or someone else's.

The downside? Well, once you know the puzzles, you know the puzzles. Its one and done in that regard, i.e. very little in the way of re-playability. That might lead one to question the value for money aspect. However, at £24-30 per Big Box then that is £8-£10 per adventure. You would spend that on a cinema ticket and more on an actual Escape Room.

Plus, once completed, you can share the box with friends - or use a reselling site to recoup some of that.

The other option is that an Unlock! game would be a great way to spend time at a Board Game cafe which likely have one or more on the shelves.

So yes, Unlock! games are recommended for those who like that sort of thing. Like me. So, with that in mind, would anyone like to join a group for exchanging Unlock! games with one another?

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Diary of a Games Demonstrator

So at the weekend I did games demos at the ReRoll Board Game cafe in Leicester. Lovely venue, very friendly staff, great decor, good games selection and tasty foods.

I was given three games to demo so I thought I would do some brief reviews.

1. Survive The Island (aka 'What If Forbidden Island Was PvP not Co-op'). In Survive The Island, you need to get as many of your treasure hunters off the island and to safety before they are either eaten by sharks, sea monsters or consumed by volcanoes. Where the island sinks is in the hands of the players so its very common to find your person who thought they were safely inland suddenly floating in shark-infested waters.

Stats: 2-5 players and I agree with the box that it is for 8+ and plays in around 45 minutes.

Review:This is a 'family game' for a family that can have a good laugh at the catalogue of misfortunes befalling their team and others. It played well with my family, was well-paced and did not outstay its welcome. Plus you can build a different island every time. If you have a chance to play I recommend it. Also it has a 3.5 minute 'How to Play' video that is extremely well put together in both teaching the game and building hype. Recommended

2. MLEM: Space Agency (aka ' Why You Don't Put Cats In Charge Of A Space Programme'). In MLEM, the players choose a cat astronaut (catastronaut?) to put aboard a rocket and then dice are rolled to see how far out of the solar system they can travel, ideally without crashing. Spoilers: Cats crash space rockets with alarming regularity. The dice use a 'push your luck'-style mechanic which is great for that whole "Yeah, but maybe we can make it just a little furt... nope we crashed" energy.

Stats: 2-5 players and also good for 8+ and plays in 45 minutes

Review:Another 'family game' as tested on my family and well-received. The art is cutesy and the core game plays well. The game also comes with a wealth of add-ons, bonus rules and features to add further complexity which I have yet to test but which may increase the games longevity. I will happily play this game with anyone. Recommended

3. Inori Inori is a 'worker placement game' where you place your meeples upon the great tree and try to earn the favour of the spirits. Compared to the previous two, the gap between 'game' and 'theme' was bigger. Thankfully the game itself is very solid and once I started to get the hang of it there were a wealth of options available.

Stats: 2-4 players with a 30-45 minute play time. Box suggests 10+ age and I would agree.

Review:Another recommend but you definitely need to play with someone who has played it at least once as - for me at least - it needs easing into. However, the art is beautiful and when it gets going the game is very engaging. I will be interested to see how it plays with the family.


OVERVIEW: When I was demoing, MLEM was by far the easiest to pitch as a concept and to pick up in terms of showing people how a typical turn plays.

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In fiction, I love juxtaposition. I love unholy mash-ups of things that do not go together and yet somehow do. I love the subversion of expectations. In fiction, I haven't seen a status quo I haven't wanted to upend or an apple cart I've not wanted to knock over. (I tend to be more conservative (small 'c') in real life where such things involve the lives of real people but that's another discussion).

This is perhaps very evident in my approach to LRP and RPGs where there is an entire fictional setting laid out just teeming with tropes and expectations to subvert.

It is one of the reasons I love to DM/GM games, because I have the power to do unconventional things. Now don't get me wrong, if I am running a game of D&D for you then you can fight the goblins, cast the fireballs and sway folks with charisma. The expected is always on the table.

However, for variety - and because it has amused me to do so - here are some examples of the things I done to stray from the norm:

1. A random encounter table prompted me to have a circus in town. Since I had a dinosaur mini, I made it the star of the show. Because Jurassic Park exists, it proceeded to be 'enchanted' and go on a rampage. This is pictured below. The red motes are 'innocent civilians'. Our heroes had to save the civilians and find out which of six quicklings was concentrating on the spell that was causing the rampage. It was a lot of fun.

2. Whilst travelling through the Feywild, our band of heroes had to take up instruments to engage in a Battle of the Bands versus an Archfey with a judgemental audience disapproving with psychic damage for poor Performance.

3. In order to discourage criminals from crime, our heroes engaged in a cooking competition with the prize being enough money to pay the criminals' debts. This involved a lot of skill checks and presentation (and sabotage). With an octopus familiar providing Guidance-by-Proxy it got a bit Ratatoille.

4. In order to free a group of grippli from the Yuan-Ti who had conquered their village, our heroes engaged in a Strictly-style dance off against the snake invaders - and triumphed.

5. Having defeated the bad guys, our heroes discovered that the information they needed was available in the form of a play - and proceeded to do a read through of the play (their characters taking on the roles) as a novel form of exposition).

Back in the late 1980s, I was given one piece of advice in running games that I carry through to this day:

'Give Your Players A Good Time'

It was excellent advice then and its excellent advice still





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= Star Wars: Skeleton Crew =
The acquisition of Star Wars by Disney has had something of a spotted history. 'The Force Awakens' was an exciting return of the franchise to the screen deliberately designed to push feelgood buttons hard enough to hide just how much of a re-tread it was of the first trilogy. However, it had all that was good about JJ Abrams but - notably - all that is bad about JJ Abrams (i.e. mostly a lot of mystery boxes with no payoff). The wheels wobbled with 'Last Jedi' and 'Rise of Skywalker' for well-litigated reasons. 'Rogue One' was good. 'Solo' was OK.

On TV, the Mandalorian has been solid entertainment. Other projects have been mostly fine (Book of Boba Fett being the worst, imo) with 'Andor' being an elevated and fresh perspective on the Galaxy.

All of which brings us to Skeleton Crew. I love Skeleton Crew.

It could have been dreadful, starting with four child protagonists. However, the kids are very well played and if they have annoying moments it is well-judged and dare-I-say accurate. They squabble, they dream, they goof off when they should be serious - and they are a mix of brave and terrified.

The pitch may be "Star Wars + Goonies" and thats true to a point but its more. The Treasure Island references are strong with pirates galore, a droid called SM33 which is meta in an acceptable way, and then there is Long John Silver or rather Jon Silva. Jude Law is crushing it with this character, playing it with more layers than twenty cakes. He has grandiose highs and terrible lows. Is he a surrogate parent? A black-hearted villain? All of the above and nothing?

He has no business being this good in a "kids show". And thats the lie. Skeleton Crew is not a kids show. Its an all-age show with kids in. The comedy is funny. The Chekov plot devices are well woven and pay off well. Its clearly set in the War Wars setting but is not beholden to other Star Wars content.

I just hope that it sticks the landing.

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I had rather hoped to book the venue that Kaz and I used for our wedding reception as a venue for our 10th wedding anniversary. Annoyingly, Friday is a wedding reception and Saturday is a salsa class.

Back unto drawing board...

In other news, happiness is a three-yer-old with her first snow globe (containing a picture of her and Father Christmas).

Meta-LRP

Oct. 21st, 2012 09:10 pm
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So, after the SHIELD experiment, a somewhat curious notion occurred and appeals to me:

The idea of running an event in which people are invited to turn up as themselves, and be themselves. Only, as outlined through the brief/chargen process, they are actually Something Else that is attending the social occasion in the guise of their everyday self. Evil twins... Robot doubles... We all know the tropes.

In terms of building an immersive setting, reality has to rate as a viable tool, right?

Plus, if participation is optional, then the social occasion is open to non-game-participants who will happily represent the masses ignorant of great hidden secret factions with pitch-perfect briefing.

Also, the possibility that this LJ entry may have something to do with the prior LJ entry would be a matter of pure speculation...
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So, the 12th of July 2013 is the 10th anniversary of mine and [livejournal.com profile] sheyna's wedding. We plan to do something on Saturday the 13th of July. I am planting a flag now, even though there are details to be arranged.

July being July, this will inevitably clash will all manner of other things. This is unavoidable. Still, with some effort and preparation, perhaps whatever we decide to do will be able to hold its own in the crowded chronological marketplace.

To an extent, we are still weighing up the variables of budget, numbers, dynamics and having clearly thwarted the Mayans.

Anyway, this is something of an early warning. Its probably fair to say that there is an openness to suggestions at this juncture.
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Well, survived the weekend...

Thanks to... )
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OK, so the whole "Project: Open Eyes" is taking shape now.


"Event Structure" plus request for specific NPC roles )

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I've been thinking about my future, and LRP's place in it, and some musings are below.


Something of a landmark )
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Well, so far Duncan has received a message from Nick Fury asking if he would like to work for SHIELD. Consent to be indicated by putting a picture of a 3-eyed robot in his bedroom window to be seen by SHIELD Agents. This was duly done with some enthusiasm, I have been told.

Tomorrow Duncan receives his Mission Briefing Pack, including ID card.

Meanwhile, big thanks to the awesome [livejournal.com profile] avantman42. Not only for pointing out a handy child-friendly ROT-13 tool, but also in setting up a couple of websites for Duncan to "hack" (by getting clues to the passwords). Russ assures me that his motives are not selfless as any foundations laid now will benefit Douglas in the not-too-distant-future. Nevertheless...

Interested parties may wish to observe the work in progress courtesy of:

SHIELD: http://www.justec.co.uk/shield/
Password: James Bond

HYDRA: http://rpbook.co.uk/hydra/
Password: Thrush

Some development work is required if anyone feels like providing some (age appropriate) content for links. The current links are placeholders and right-click opens existing PDFs that have been done for the briefing pack.

Thanks to others who have expressed willingness to help. I'm still developing the framework/plotline, so its all up in the air.

As to it being Awesome, well, I hope so. My main motives are to stay sane in the care of three children, which is naturally best done by pretending to be secret agent. I believe it work for Vin Diesel, or something. I suspect there are a bucket of awesome ideas that will not be implemented this time around, but this is a prototype/work-in-progress with no requirement to be an isolated event. In fact, the ultimate hope is that it won't be.
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So, the weekend after the one coming is the Lions Event, and I have (perhaps foolishly) agreed to have Duncan McAllister stop for the two nights (Kaz also being at the event).

Now I'm sure it would be no fun for Duncan to see himself as being dumped on a boring guy whilst his parents are off having an adventure. So I have deemed that his stay will be as interesting as I can make it. Duncan is into spy-things at the moment, so I'm coming up with a spy plan.

Nick Fury, of SHIELD, will be contacting Duncan to ask for his assistance. SHIELD suspects that HYDRA are operating in Nottingham and Leicester. Since Duncan has moved from Scotland, he is completely clear of suspicion of being a HYDRA agent making him perfect for this mission, if he agrees.

Friday night will focus on training, including code-breaking.
Saturday will involve a trip to the National Space Centre in Leicestershire to check its not a HYDRA front.
Sunday will involve some more investigation based on data received from Saturday.

I'm blogging openly about this because I am wondering if anyone would be willing and able to help me with this, either in preparation or in the course of the weekend. I'm thinking:
1 - Suggestions for spy-based activities
2 - Helping to prepare some bits (e.g. simple transliterated code to be cracked)
3 - Playing NPC roles at the end of telephones, texts or even Skype

If not, never mind. I think I can come up with enough stuff. Spymasters often give wildly confusing instructions, so being asked to gather random - yet scientifically accurate - information from the National Space Centre makes a game of learning stuff.

Frankly, when Dessie and Bria get back from the Lions to discover that Duncan has saved the free world from terrorism, I think they will feel like the ones who missed out.

(And, of course, this is a proto run for doing similar with Eleanor when she is a little older)
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This may take a few posts. One of them will be a more measured look at the last event and the game.


This is not that one. )

In General:
The fuzzy nature of the ending, with almost everyone's plans being thwarted to a degree, created a fantastically nebulous state onto which pretty much anyone can project their "perfect ending" onto the game. I guess, at that point, it becomes a truely "player-led" end to the campaign.
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The wiki for PD's new LRP game - Empire - is launched and is here: http://www.profounddecisions.co.uk/empire-wiki

Post-launch, I have realsed:

  1. There is a difference between Aspirational and Minimum Standards. This could be clearer. I think the important point is "Try not to clash", but I have never been a costume-based ballgowner.
  2. There are going to be a A LOT more Lineages than I was expecting, but then I have always enjoyed the "human racial advantage" unless there are masks involved
  3. I need to remember that "The Internet" is not representative of anything but a vocal minority, albeit sometimes a lot of vocal minorities. This applies to positive and negative responses.
  4. I'm not sure that I need to do my blog on Moral Authority now. People have enough to read, though I have promised Matt P a primer on the Synod to aid understanding how it works for players (and I aim to make it IC so people can have it in the field with them)
  5. Wiki release is not the "end" that my brain was rather hoping for. Need to work on that, brain.
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[Cross-posted from Rule 7]

OK, so this is going to be a bit of a novelty. For the first time in over three years, I'll be posting a mostly honest set of froth. Past froth has either been oblique or in the category of "factually accurate, if deliberately misleading". With one event left, I hope people will forgive me if I lower the old FOIP settings a little (whilst still saving stuff for the post-Event 4 party).

The froth )

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At some point, the Empire Wiki goes live. Its still a work in progress. I had written more blog entries but I think the wiki may make some of this redundant. So I am putting them on my LJ for my own interest. They are about the three foundation pillars of our LRP religion with no overt deity presence, which were:
  1. Revelation
  2. Moral Authority
  3. Power
This is the Revelation one...

Blogging again )
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