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PoC

My Favourite Convention Game

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A Clockwork Fairytale RPG Scenario - VivantaEarlier today I was having a clear out of some old document folders and besides finding a host of fleshed-out but unused Call of Cthulhu characters (21), I also came across a character sheet for a completely unrelated game - a game I consider to be the best convention game I've played so far.

A Clockwork Fairytale

A Clockwork Fairytale was one of the games run at the UK Student Wargaming & Roleplaying Nationals held at Bangor in 2002. At the Nationals you get to play two games on two consecutive days (Saturday and Sunday). The one I played on Sunday (Clockwork) simply shone.

The scenario and the system were designed by a member of the Bangor Society (unfortunately I cannot recall her name) and dealt with a group of clockwork figures whose creator had vanished.The ragtag bunch of clockworks had to find their way to a new haven and look for their creator, Pendula.

I was very fortunate, the GM was excellent and the group I played with were the same. The system was quick and easy to use and everything just jelled. It was a pleasure to play and nearly a decade on I still have fond memories of it. Finding the original character sheets this afternoon brought the memories back. I thought I'd use my "Yog Blog" to share them.

You may notice there's some lyrics on the back of one of the sheets. Yes, there was singing.... Perhaps it was best that it wasn't recorded after all.

A Clockwork Fairytale RPG Scenario - Vivanta - 2nd sheet

A Clockwork Fairytale RPG Scenario - Vivanta - back sheet

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Comments

  1. darryll's Avatar
    Interesting. Reminds me of a set-up for a Jean-Pierre Jeunet film (I just watched Micmacs). I appreciate the whimsy and romantic mystery that's implied. The emphasis on character and, I assume, exploration is also refreshing.
    Please tell us more. I for one, am fascinated.
  2. PoC's Avatar
    As with many UK Nationals games, each player was given a pre-generated character with their own motivations/goals, and on occasion an outline on how they may initially view other characters in the game.

    I think because no-one in the group had played anything quite like it before there were no real preconceptions of how things should be played. The plot was not complex/arcane but as a group of curious and naïve clockwork beings it was fun exploring a world the characters (and the players) knew nothing about.

    Much fun was also had with naïveté as the innocent clockworks did not know moral right/wrong, only curiosity, and when encountering fleshy humans there was much interest in how they worked... You can always put them back together afterwards, surely?
  3. Clangador's Avatar
    That sounds awesome.