Following up on this post
about the drop-in RPG session at the The Ludoquist
in Croydon, I did indeed end up running a game of Grant Howitt's Honey Heist
for the one player who didn't fancy something Lovecraftian. His "honey badger thief wearing a crown" demonstrated some imaginative approaches for achieving his goal of stealing as much honey as possible, including something like seven changes of disguise, ramming a van into a restaurant (and later blowing up the rest of the restaurant), the complete destruction of a luxury hotel suite, and finally heading off over the dark sea in a stolen motor yacht with several large cannisters of honey skipping over the waves behind them on tow-ropes.
Since then, I've also played in two modern-day Cthulhu
games - and, by some definitions, my characters were technically 'alive' at the end of the run-time of each. Possibly also technically 'sane', although at the end of the second game my brain was in a jar and controlling someone else's body ...
I also played in a 13th Age
one-shot game, in which our trio of adventurers raided a gnome sorceror's abode after he died unexpectedly in the street of a heart attack, facing magical defences and another team of
adventurers with the same plan. My dark elf fighter's dice rolls alternated between ineffectual wafting with the two-handed sword to lethal bifurcation - and back again. Good fun, and the first D&D-based game I've played for over fifteen years. Some good touches in that version of the system, too, including a mechanic that gives an increasing bonus to the players' dice rolls the longer that a fight continues, to prevent things bogging down in frustrating poor rolls.
And then I finally fulfilled my promise and actually ran something. In fact, it was the first time I'd actually run a Traveller
¹ adventure since buying the Traveller Starter Set in about 1984, although I had played in a couple over the years. While there is now an open-source fork, under the name The Cepheus Engine
, this was a spin-off of the Mongoose version of Traveller
(the first one, not the current one). As is traditional, a group of characters are hired to do something - in this case, an investigative task ... Not only did the players (claim to) enjoy it, at least one said that they would be interested in playing some more of it (which means I now need to write another one). And I've been doing some more tuning on it, to be able to offer to run it for other interested player groups, and possibly punt it up for a convention game in the future. (See next post, and please get in touch if you'd be interested in playing it sometime, potentially over Discord.)¹ Traveller is possibly the grandparent of science-fiction gaming, having come out in the late 70s, and moved away from concepts of character classes to having a prior career history for characters (infamously, in the original editions, it was possible to have your character die during character generation). The default setting features a bunch of mismatched characters with varied life-stories flying between planets in a battered old freighter, taking on occasionally questionable tasks to keep the ship operational - this has led some to wonder whether a certain popular-but-cancelled science fiction series was simply a fictionalisation of a Traveller campaign.