Whartstock 2025

For the first time since 2018, most of us actually managed to get together in the same place.

Session 1, Fudge on the Fly: Woke Up on a Zeppelin: Where are we? And who are we? And why?

Session 2: Dearth of Harkness: The third Mick Narsh Chronicle

Trail of the Loathsome Slime
Session 1: Didn’t See That Coming: A group of investigators looks into the death of a psychic…

(This adventure will continue in its own thread, but the first session was played at Whartstock, so I’m listing it here too.)

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Session 2: Dearth of Harkness: The third Mick Narsh Chronicle

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I have to echo @Lordof1’s question from the end of Session 1 - why is Fudge so easy and Fate so hard? Fate 2nd ed (the one before Spirit of the Century) was the last one I was able to grok and run really successfully.

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Oh, I’m glad it’s not just me! Fate just seems to keep folding on itself, and I always get lost.

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Yes, I agree! I was talking about Spirit of the Century with @Agemegos many years ago now, and we both agreed that we kept “bouncing off” the text. It presents as a rules light game, and a lot of people seem to believe that it is rules light, but it most definitely is not!

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Thing I tend to say: it’s light on rules that emulate verifiable reality, e.g. how much will it hurt you if I shoot you with a pistol and you’re wearing body armour, but while it’s cut away all that complexity it’s replaced it with complexity in areas that do not so emulate. So you can’t do the research and say “it doesn’t work like that”. I think that for some people that really does feel simpler—but for a player like me, who starts with a model of the world of which the rules can only ever produce an imperfect image, my footing is gone because there’s no “reality” to test against when a rule presents a result that seems unreasonable.

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