Another year has passed, and a chance to review the games I played and the great things I did in them, as well as to preview what I hope to play (and GM) in the year to come. This year was a relatively quiet one in gaming, actually, possibly because business travel for me interrupted a lot of gaming opportunities and possibly also because, by the standards of the two previous years, gaming has been a little bit low key in 2017. Besides a few minor side sessions, 2017 has been about playing in one major Shadowrun campaign, and running the new Mutant system. But playing, particularly, didn’t reach the heights of the previous two years. Here’s a brief review.

Undriel: The Gaelic high fantasy that floundered

I started the year playing a series of adventures in a world called Undriel, a classic fantasy setting with a Gaelic twist, which was run using a home-brew system our GM developed based on World of Darkness. I was officially very resistant to playing in World of Darkness rules, which I have had bad experiences with and really don’t like, and flat-out barred using the standard magic rules of e.g. Vampire: The Masquerade, which I think is a terrible system. The magic system we came up with was quite flexible, however, and I liked my character quite a lot: Xenobia the unwilling necromancer, a young noblewoman who was accidentally infected with necromantic powers by a dark ritual gone wrong. I enjoyed playing her as a creepy girl aiming to do good, but the system didn’t work as I expected (WoD, natch!) and for some reason this campaign floundered after about session 5 or 6, only 2 of which I joined for reasons of travel. I think in truth that all the players carefully avoided further participation in this because we all just did not like the system, and the Gaelic twist on the fantasy world meant we had to know too much detailed mythological background to figure out what was going on. So this campaign died in the arse somewhere around April, quite stillborn but sadly not especially mourned.

Shadowrun: Continuing the New Horizon campaign with magic

After Undriel failed a different GM stepped up, to run a short and low-demand Shadowrun campaign. This was a continuation of our excellent and wonderful New Horizon campaign, a classic cyberpunk setting run in Cyberpunk (which is an awful system). The New Horizon campaign was amazing, and featured probably my all time favourite PC, The Druid (aka Drew), a rifle-toting teenage girl with psychopathic tendencies, and we were all eager to run a continuation. The New Horizon campaign ended with our characters waking a dragon and bringing on the Awakening that heralds the opening of the sixth world, and the shift from Cyberpunk to Shadowrun. So our new, 2017 campaign was set 50 years or so later, in the ruins of New Horizon, in a world of magic and assault rifles and metahumans. This Shadowrun campaign has been a lot of fun, with nine sessions completed in the second half of 2017 and a lot of tense and fun adventures featuring a fairly tight-knit and well-functioning group. My character, Jayden, is a bit boring compared to Drew but he is a highly effective melee combatant and I have really enjoyed playing a character who is competent and completely comfortable in his world, without any of the psychological baggage that made Drew and Xenobia a little bit thorny for the other PCs to be around. Shadowrun New Horizon hasn’t had as many memorable moments as the original New Horizon Campaign, even though it’s run by the same GM, but this is partly by design: After a couple of high-tension high-stakes campaigns, he consulted with us and we all agreed we wanted something more low key and traditional, just a bunch of guys and girls running in the shadows and getting by as best they can. It’s been a good chance for us to explore Shadowrun pretty much as it’s written, in a Hong Kong-type setting with our GM’s flair for exceptional settings and tense scenarios but without the demands of an over-arching story. We’ve all been enjoying it and we expect it to continue into 2018.

Mutant Year Zero: A startling new system and a fun world

For the second half of the year I have been GMing a short campaign using the Mutant: Year Zero system by The Free League. As I stated in my review of the game, I have been really stunned to find this system which is light, highly playable and extremely flexible, and has made GMing fresh again for me. It’s a simple system that really finely balances risk and reward, and seems to have been really popular with my players. On balance over the past couple of years I think the game I ran that my players enjoyed the most was Flood, a post-apocalyptic waterworld setting run in Cyberpunk where the low-tech setting made the terrible system almost bearable, and I really really wish I had known about Mutant when I ran that campaign, because I think this system would have made it even better. Instead I’m running a campaign set in post-apocalyptic London, with the PCs doing nothing more really than exploring the area around their Ark and slowly uncovering things about the ancient world and the history of the Ark. I expect this to only run for one or two more sessions, but the players all seem to have been really enjoying it and they all really love the simplicity and elegance of the system. I can’t say that the Mutant campaign has been a masterpiece of GMing on my part but it has flowed smoothly and the system has inspired me enough that I (and I think my players too) really feel like I’m there, crouched around the trashcan fire after the fall of the world, when I break out those dice.

GMing in 2018: Coriolis and a real high fantasy campaign

Our other regular GM is moving away from Japan in mid-2018 and I am hoping to be able to take over the core GM role for our group for the foreseeable future, which I am hoping will give me the opportunity to run a long, detailed campaign of the type I haven’t run for years. After Mutant finishes I intend to stick with a similar system by the same company, Coriolis, and run a short campaign in that setting until I take receipt of the Forbidden Lands RPG, which is currently in production stage. That is Free League’s attempt to merge the system used in Mutant: Year Zero with a high fantasy setting, and everything I have seen in the reports on the kickstarter suggests it is going to be an awesome high fantasy system that – for the first time in years – makes me want to GM high fantasy.  I am hoping to take that and make it our group’s primary campaign setting for at least the next year and hopefully longer, running the kind of sprawling, 1st level-to-lordship fantasy campaign that historically has only really been possible in crappy systems like D&D. My whole group have been wanting to run a high fantasy campaign but we just can’t get into any of the current systems, and Forbidden Lands offers the real possibility of a setting and a system that finally work. So having played Coriolis to adapt to a richer version of the Mutant: Year Zero system, we will switch over to a full fantasy setting and get to grips with the kind of fantasy role-playing we’ve all been yearning for for years.

That’s my 2018 Big Plan!

Playing in 2018: Muskets and Magic

I have joined a second group which is running a GURPS-based muskets and magic setting. I haven’t started playing with them yet but I’m hoping it will prove to be an excellent addition to my gaming in the new year. I haven’t played GURPS before, it looks complex and fiddly but viable, but the setting will be very similar to the Compromise and Conceit setting I was GMing when I first started this blog. I’m hoping that will provide not just a refreshing setting and a chance to play in a world I only ever GMd in the past, but also a chance to meet new players, new GMing styles, and new ideas. Hopefully this will mean that 2018 brings with it a whole bunch of fresh new game worlds and experiences.

Real life in 2018: Less business, more exercise

I have been making adjustments to my work life in 2017, including scoring some big successes, and I am hoping that in 2018 I will do less business travel, spend more time in my home, and have more time for both gaming and blogging. This blog has taken some hits in 2017, with posting dropping down to fortnightly or even monthly at times, and I have been less enthusiastic about it at times than I would like. Next year will be 10 years since I started the blog, which has held together over that whole time, and I’m hoping that in 2018 I will be able to pick up the posting a bit and get back to where it was at a few years ago. I have also discovered a much better kickboxing gym in 2017, where I am slowly recovering my love of kickboxing, and I’m hoping that in 2018 I will be exercising more and regaining the fitness that drained away slowly over the past few years. So overall in 2018 I’m hoping for less exotic destinations in the real world, and more exotic destinations in my imaginary life – which is way more interesting, anyway, than traveling for work.

I hope you, my reader(s), who have patiently stuck by this blog over these past few years, will get to see more gaming reports and more interesting worlds in 2018, posted more regularly, and hopefully follow my players as they grow from first level adventurers to mighty heroes, in a fantasy world worth adventuring in. And I hope you too get to enjoy a rich and varied imaginary world in 2018, with large dice pools and mighty deeds. Bring it on!

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