Social media has turned into a game of dodge the 200 Word RPG Challenge entry, so I haven’t been online quite as much. Judging begins on April 26th (Wednesday), so I’ll probably release Issue 2 of Machineries of Joy on Monday or Tuesday. It’s on roleplaying games from the Nørwegian Surreal and includes work from the following array of wonderful people:
Ole Peder Giæver
We had a great time with Trail of Cthulhu: the game will probably be the focus of a future issue of Machineries of Joy.
Our Dreamhounds of Paris campaign ended with two of the player-characters living as debased and cannibalistic ghouls in the catacombs of Paris and with the other being rejected by the Lakhota heritage that had been the centre of his existence. Still, they did manage to defeat Sex Hitler.
Last night was one of those sessions where the inclusion of the Itras By chance cards worked really well: it’s all about timing and punctuation, really, and the guys aced their moments of narrative.
I pitched Night Witches hard – I really want to play that game – but I don’t think it’s going to happen soon. Same with Lovecraftesque: two of us interested; two of us less so. A Red & Pleasant Land is likely to be next, but not for at least a month or so. Real life is being demanding right now.
Issue 2 of Machineries of Joy, a fanzine on roleplaying games from the Nørwegian Surreal, has doubled in size but I’m now halfway through laying it out. The main image is the character sheet for a hack of Tarot-horror game Psychosis (Charles Ryan, John Fletcher, 1993) called Infernal Desire Machines. I’ve just reread Steve Dempsey’s riotous-but-playful critique of “creative agenda” Tbilisi: it’s inspired by Georgian Dada and is a lot of fun. John Rose has supplied another collage for Steve’s game. It’s beautiful.
Something is living in our dreams. We discover the Mnemosite in childhood, learn more during our youth, first meet as the Society of Dreamers as adults, then weave the facts of the story together before learning the eventual fates of both the characters and the Mnemosite. We are the dreamers who live in the dream.
Technique: scenes are framed by each of the players in turn, prompted by one of nine results blindly decided by the other players’ engagement with a bespoke Ouija board.
Playstyle: Nordic Dreaming; listen, don’t block, no need to complain or explain, everyone is equal.
This game may contain mature themes.
We’ll use an X-Card to moderate content anyone at the table finds uncomfortable – perfect for a weird, fast-moving narrative in which anything can happen. You just tap the X-Card whenever something you’d prefer wasn’t in the game arises and that’s it: no explanation necessary. It’s a way of being considerate without interrupting the flow of the game.
The first player-produced work of art entered our Dreamhounds of Paris game last night – Catacombs No.4 by Anton Du Marr, created by Space Monkey.
Du Marr emerged from behind a large rock removed from the entrance of a large cave with Romanesque arches by hominids with large, pronounced jawlines rimmed by teeth; he was carrying a collection of lidded eyes on stalks as if they were bunch of flowers.
“Make sure you include something of HIM in the portrait, Anton – a real piece of him, just as you did with the flowers,” Nicolas Flamel was saying. “There can be nothing that is fake about this painting.”
“Satellites” of surrealism “Crooked Bob” Notttingham and Edward Cody dined at Le Maldoror with new-found “Ally” of the movement Anton Du Marr, where Cody found an extremely fearful Robert Desnos hiding in its garret. Cody spent Charm to befriend Desnos and lent the former Dream Medium the use of his American accent for a radio jingle.
The player-characters discovered an upside-down cross in the Crypt of the Sepulchral Lamp – Du Marr’s religious faith meant that he suffered a severe loss of Stability when he touched it – then dined with Flamel (don’t ask what they ate) after a long and arduous journey through the Catacombs. One unique and dangerous text was exchanged for another.
Two days into A Week of Kindness and already the players are finding themselves drawn deeper, deeper into the darkness beneath Paris. Tomorrow (Wednesday) will see them keep an assignation under the light of a full moon at the Cimitière du Montmartre with a secret brotherhood known only as Là-bas.