2: Mythic D6 - Bastion: Guest GM Jerry D. Grayson takes the Wharties through a nice straightforward job, buying the thing and bring it back. How hard can it be?
3: Definitely Wizards: We are taking the final wizardry exam! Only one little problem...
4: Overdue: Library assistants go to collect an overdue book. How hard can it be?
1: Truth and Justice Session 01: A man harnessing the powers of ancient Egyptian gods, a woman using nano-technology to enhance plant life and a circus performer ninety years out of his own time join forces (more or less) to fight crime and destroy a large portion of central Manchester.
2: Truth and Justice Part 02: Weasel and Martin explore the boundaries of Thoth's power. Jon considers Buck Bailey's future. Sara investigates any chocolate Martin forgot to hide
3: Truth and Justice Part 3: The return of Steel Klaus, the astonishing revelation of Professor Carter's private life and Mr Biceps meets The Press!
5: Truth and Justice Session 5: Impacting on the Surface: An all-action space adventure with a fiery cliffhanger ending, followed by some discussion of the game
1: Dogs in the Vineyard Session 1: We began, unsurprisingly, with character creation, but in Dogs it includes an interesting roleplaying element, so the session isn't purely four people assigning stats
3: Dogs in the Vineyard Session 3: Sara and The Lovely Emma attempt to clean up some "soiled doves," Weasel and myself go out of our way to pick fights and Sara experiments with the most wide-ranging accent yet heard in the field of gaming
5: Dogs in the Vineyard Session 5: Out in a blaze of glory! The fifth and final episode of Dogs in the Vineyard which ends rather more quickly for some!
1: Pirates of the Spanish Maine Session 1: A session of character creation resulting in our scurvy crew of salty seamen:
Martin: The GM.
The Lovely Emma: Lady Agatha Quimberry, aka "Bob," a girl disguised as a boy.
Zoe: Old Jackson, the saltiest of old salts. In an intriguing move for audio, he's mute.
John (Weasel): Maya, a voodoo priestess. Or ninja.
Sara: Lord Gloucester, the man with no other names.
Jon: Lord Vivian Spatchcock Campion Lavender, "The Gay Buccaneer."
Ross: Captain Cyril Marmaduke Seabeast, our delusional skipper.
2: Pirates of the Spanish Maine Session 2: Captain Cyril Seabeast and his scurvy dogs actually get on board a ship this week, in the guise of The Elusive Booby. Doubts are voiced about Seabeast's seafaring credentials and within twenty minutes of securing the ship there is talk of mutiny. All this and a voodoo priestess with a urine fixation.
8: Pirates of the Spanish Maine Session 8: Tonight We're Gonna Party Like It's 1799. Lavender in danger! Seabeast in tight trousers! The GM in hysterics! This one has it all.
9: Pirates of the Spanish Maine Session 9: Lavender Remembers. A narrative finale to the Pirates game following some unfortunate technical issues. Still brilliant though!
1: Empire of the Petal Throne Session 1: A brief discussion of the background, character generation, first steps into a new world and much coughing and illness from several of the gaming group
3: Empire of the Petal Throne Session 3: Our intrepid travellers reach the Big City, discovery rudimentary accounting, argue about the level of bureaucracy back home and gawp at everything like a bunch of ill-bred hicks.
4: Empire of the Petal Throne Session 4: Our Noble Prince becomes a back-room brawler, cracks begin to show in the party, employment beckons just as poverty looms large and someone is undergoing a crisis of faith.
2: Sorcerer Cyberpunk session 02: Leaving a Pristine crime scene, dealing with negative feedback and coping with a sulky computerised version of Lord Byron.
3: Sorcerer Cyberpunk Session 3: Episode 3: Stand by your Mantis
Jack Pristine demonstrates a little Kung Fu Fighting, Mantis realises that the light at the end of the tunnel is an oncoming train, and Conrad shows that when trapped between a rock and a hard place he'll probably hit himself in the head with the rock.
4: Sorcerer Cyberpunk Session 4: Cyberpunk 4: Candle in the Wind
Conrad and Byron make a three course meal of the plot, Mantis runs for the hills and Jack... Jack does what only Jack can do.
5: Sorcerer Cyberpunk Session 5: Mantis adopts a small boy of dubious origin. Conrad lands himself in the... well, in exactly what you expect.
6: Sorcerer Cyberpunk Session 6: Jelly baby, anyone? Conrad crawls out of the sewer, Mantis and Little Jimmy descend to the basement and Mortal Danger pops over for a chat...
7: Sorcerer Cyberpunk Session 7: Emmanuel Override. The players discuss "nun-combat" options, the characters discuss running for their lives and things get very violent very quickly.
8: Sorcerer Cyberpunk Session 8: Cyberpunk episode 8: Clash of the Titans
In-flight catering for demons; the peasents are revolting! much talk about celebrity ladies; and a headlong rush to likely oblivion! An old friend makes a slightly unwelcome return in the closing moments...
9: Sorcerer Cyberpunk Session 9: Children of the Revolution. The bodies start to pile up as Mantis and Conrad fight their way to the shadowy figure behind the conspiracy. As their strategy of "Just twat it with a chair" begins to falter, help arrives from an unexpected source...
2: Traveller Season 2 Session 2: "We're right behind you." When danger threatens it's good to have men like Jack Fletcher and Marcus Brabant behind you... probably...
1: Houses of the Blooded Session 1: Character generation session for the game of dynastic politics, treachery, tragedy and inevitable bloodshed, written by John Wick... who appears to have designed Weasel's dream RPG.
3: Houses of the Blooded Session 3: 003: Duel Purpose
Silja fights a demonstration duel against a master, Alaria gets herself in a little too deep and Arek discovers that he's not the only one manipulating people. Followed by a short discussion about the game and how we are finding the rules.
4: Houses of the Blooded Session 4: When they met, it was moider!
The web becomes ever more tangled as Silja is drafted in to hunt for the murderer, while Alaria and Arek decide that the best way to avoid falling under suspicion themselves is to join the search. Alaria discovers more to her husband than she imagined, Silja vies for position of Chief Brown-noser and Arek wonders what to do with with all of the juicy intelligence being revealed.
5: Houses of the Blooded Session 5: The Duel in the Crown. The spectre of true love (or phenomenal credulity) rears its treacherous head and threatens to bring down the plans of the House of the Bear in a cascade of blood...
1: S L I D E Ways Session 1: What in the World?? Three complete strangers find that they have a mutual friend, but do any of them really know her at all?
Character generation, followed by the first adventure.
2: S L I D E Ways Session 2: Shipped Trapped in the Ice Part One. Cheon, Susie and Gordon head to civilisation and find only confusion
3: S L I D E Ways Session 3: That's Really Super, Supergirl part two.
A crisis of conscience for Cheon Sok, but no such qualms from "Elasti-Cop" and "Rock Chick" who can't get enough of the superhero life. The trio hit the streets under the watchful eye of their new mentor, but can he r
4: S L I D E Ways Session 4: That's Really Super, Supergirl part two.
A crisis of conscience for Cheon Sok, but no such qualms from "Elasti-Cop" and "Rock Chick" who can't get enough of the superhero life. The trio hit the streets under the watchful eye of their new mentor.
5: S L I D E Ways Session 5: "That's Really Super, Supergirl" part 3
Our heroes have successfully foiled a minor bank robbery, but how will they cope with a full-scale super-powered assault on the City Museum?
6: S L I D E Ways Session 6: "That's Really Super, Supergirl" part 4.
The Traumatic Trio continue their fight against Strange Attractor and her Gatling-laden gunsel Full Metal Jackie. Will they escape destruction? Will the museum? And what is that strangely familiar music in the air?
0: Savage Worlds Rippers Session 00: Queer Lodgings
Character generation for Pinnacle Entertainment's game of Victorian horror. The adventure itself will start next week, so if you don't want to listen to the character creation feel free to miss this one out. Players arrive as the audio progresses
1: Savage Worlds Rippers Session 1: Death on Dartmoor
Fearless members of The London Lodge leave the safety of The Smoke and head out into the wild and stereotyped English countryside in pursuit of a foul murderer! The game is afoot - and the foot turns out to be surprisingly large.
2: Savage Worlds Rippers Session 2: Our band of heroes discover that they are not the only dangerous lunatics on the loose... There are clouds on the horizon and all they can do is to hope for a silver lining.
3: Savage Worlds Rippers Session 03: The party tackle something fearsome and unnatural on the moor... and it isn't just Seabeast in a dress. Can they defeat the creature and put an end to the madness that created it?
Recorded at the UK Games Expo 2009, this is the final part of our first Ripper
1: Cold City Session 1: Berlin, shortly after the end of the war, is no place for the faint-hearted or the overly scrupulous. Three new recruits of the Reserve Police Agency set out to solve a murder, but can they possibly trust each other enough to get the job done?
2: Cold City Session 2: My camera never lies
Sooki, Yuri and Claude continue their investigations, following a lead to Spandau and proving that when it comes to quality they stop at nothing
3: Cold City Session 3: Look into the eyeball
Our RPA officers are forced to head into the depths of the Berlin underground following a further murder. Inadequately prepared, they not only lack protective gear and sufficient firepower for the task.
1: Chill Session 01: The heroic envoys of S.A.V.E. battle to free the world from the tyranny of Horrors from the Unknown in this scenario for the classic RPG from Pacesetter. Nick Townsend is a private detective whose enquiries turn up something better left buried.
2: Chill Session 02: Cal sneaks into the morgue to make sure that the dead are staying dead, while the rest of the group catch a well-earned rest. The real reason for the gangland power struggle comes to light and it's up to the S.A.V.E. envoys to deal with it
Savaged Delta Green 01: The gang gradually comes together in the initial "flashback" part of the adventure. 1992: War has come to Iraq, but is something even more dangerous to be found there?
2: Savaged Delta Green session 02: Calamity begins at home as Afya tries to reconcile her secret duties with her domestic responsibilities. Meanwhile, somewhere in the desert, Mas and Burgess near their goal, stepping out of the frying pan and into the firefight.
3: Savaged Delta Green 03: Mas and Doc set off to find whatever sent a soldier into murderous insanity. Meanwhile, kitchen sink drama at its most extreme as Afya receives an unwelcome home visit from her doctor.
4: Savaged Delta Green 04: Pursued into the desert, Afya makes a desperate bid to call for help. Elsewhere, deep underground, members of the exploration team are vanishing and two of those remaining are clearly too stupid to turn tail and run for the hills...
5: Savaged Delta Green 05: The past catches up with Burgess and he's not happy to see it, whereas it's business as usual for Mas and Afya, but do any of them really understand what happened seven years ago beneath the sands of Iraq?
1: Savage Worlds: Necessary Evil Session 01: When aliens destroy the superheroes of Earth only the supervillains are left to mount a credible resistance. In our case, credibility is pushed to the limit.
Session one begins with brief character generation then goes straight into the adventure.
2: Savage Worlds: Necessary Evil Session 02: "Not the sharpest in the box."
The Magus, Orangutank and Shadow Maiden - oh yes, and Captain Redshirt - finally decide on a name for their brotherhood of badness and receive a new mission from Doctor Destruction
4: Savage Worlds: Necessary Evil Session 04: Compound Interest - Chafing slightly under Dr. Destruction's yoke, our truculent trio are sent on a rescue mission into a fortified former police compound. Is it one mission too far?
6: Savage Worlds: Necessary Evil Session 06: All the way to the bank - Dr. Destruction charges the team with smashing a dangerous group who have been troubling the resistance. Can they overcome the heavily-armed drones and their mind-controlling leader, secure in a fortified base?
7: Savage Worlds: Necessary Evil Session 07: Pressure Drop - The Power Tools pile on the pressure in an old-fashioned slugfest as Davros's minions try to defend the base, but it isn't long before their boss wades into the fray
8: Savage Worlds: Necessary Evil Session 08: The Enemy of My Enemy - Can a turncoat alien really be trusted to help the team infiltrate Hydra's fortress? And are they really being sent to steal a 'phone booth? Stick with us as we eventually get around to a bit of gaming, some considerable distance into
9: Savage Worlds: Necessary Evil Session 09: Cliff and the Shadows. Hydra's clifftop base lies just ahead and the team is all set to sneak inside in their own unique fashion. All together now: "Don't split the party..."
0: Swashbucklers of the 7 Skies Sessiom 00: Vainglorious Basterds. The Whartson Hall Monday night crew assemble for a new game, Swashbucklers of the 7 Skies by Atomic Sock Monkey.
1: Swashbucklers of the 7 Skies Session 01: Inconceivable! An old crew meet their new captain, but someone else seems to have a prior claim to the ship...Is it really Frank Zappa?
2: Swashbucklers of the 7 Skies Session 02: Everybody must get Stoned. The crew continue to struggle with their various ill-chosen accents, while Captain Seabeast sends the ship into the dangerous asteroid fie... I mean, Sky of Stone to retrieve a mysterious item.
3: Swashbucklers of the 7 Skies Session 03: Aren't you a little short to be a swashbuckler? The mysterious device is activated and instantly plunges The Sky Shark into a big bowl of peril, with a side order of danger! And croutons.
Savage Worlds: Sundered Skies Session 00: Character generation for the game of flying ships and floating islands adrift in the madness-inducing void, by Dave Blewer and Triple Ace Games.
Sundered Skies 01: All Aboard!
Join us in a world of flying ships, floating island fragments and the ever-present glow of the mind-melting void, as our motley crew assemble to take the first job they can in a quest for honour, salvage and anything to keep the two nosy lizards happy. It looks like a simple case of tracking down a lost sailor, but you know how these things go...
2: Sundered Skies 02: Jack may be too stout a fellow to venture into the narrow crawlspace, but the rest of the crew brave the cramped conditions and face something weird and menacing.
1: Whartstock Traveller 2010: A crack team of mercenaries venture into forbidden space to discover the fate of a lost vessel. Recorded at Whartstock 2010.
1: Whartstock Cold City: It's a snowy February afternoon in 1950 Berlin and an RPA agent has been shot dead by Soviet police after reportedly going berserk...
1: Apocalypse World session 01: Nobody remembers the when or the how, still less the why, but everything went down the pan a while ago. We're not here to fight or to conquer, we're here to survive and to rebuild. The fighting... that just sorta happens anyway.
2: Apocalypse World 02: Suselle and Lark find the action to be quite literally stomach-churning.
3: Apocalypse World 03: Brutality and double-dealings are the order of the day as the party try to get to grips with the local politics of Burdock.
1: SLIDEways II session 01: Set adrift on a sea of shifting alternate worlds, three strangers have had to rapidly become friends in an adventure where all that is constant is each other.
2: SLIDEways II session 02: Our heroes seem to have taken a step closer to home, but all is not well in Manchester. There's a surprise for the players with an old friend turning up and responsibility for the characters when they find a group of survivors in need of help.
3: SLIDEways II session 03: The group continues to head upwards towards the rumoured Last Balloon, but as they struggle to keep everyone together it becomes clear that they are not the only ones doing so.
1: Forgotten Futures - Taking the Tunnel: The year is 1897 and deep beneath the busy waters of the English Channel there is excitement and hope as the new tunnel linking Dover and Calais is officially opened for business, by none other than Her Imperial Majesty The Queen-Empress Victoria! Huzzah!
1: Victoriana Session 01: First adventure session for the Fuzion-powered fantasy steampunk game from Heresy and Cubicle 7.
2: Victoriana session 02: They say that money can't buy you love, but in the case of Captain Montgomery Crouch it can have a bloody good try.
3: Victoriana session 03: Dragon in the Smoke: An urgent summons sees our heroes turning detective to find two children missing in the rotten heart of old London town.
2: Whartstock 2011: Super Agents 02 Tech Team: When Britain's high-tech heroes mysteriously disappear it's up to their rather less heroic support staff to step in and find out what has happened.
1: Introductions: The crew gets together for the first time, and we discover our mission.
2: Space Accountants: This is Traveller, after all, and you don't go freebooting across the spacelanes without working the purchase and resale price modifiers.
3: Save Your Love: We pillage an innocent merchant ship, and deploy our devastating terror weapon.
1: A Scientific Demonstration: The team of seasoned investigators spends some time avoiding the plot, but is finally drawn in... to Barrow in Furness. Music by Kevin MacLeod at incompetech.com.
2: An Inquest and a Sentry: Stymied from gathering information by our vow never to follow obvious clues, we attend an inquest and chase an old rumour.
3: Into the Pit: Boldly investigating, we find that others have been here before us. And are still here.
4: HMS Selene: As Cthalloweenulhu turns into Cthismulhu, we finally start getting into the sanity-losing part of the adventure.
1: The Severed Head of Michael Knight: In Britain after the rise of the robots, life isn't great, but it carries on. But why has someone burgled an unimportant civil service office in Bath?
1: Murder Penis: One year later, the surviving investigators are getting on with their lives, when an old flame calls up with a confused story of madness and, well, more madness.
2: Death Chicken: All we have to do is guard two people. How hard can it be?
3: Stiffarium: Complications, and we wonder what to do next. Fortunately, the police have that worked out for us.
4: Now That You've Got a Door, Perhaps You Can Lock It: Someone has a book they probably shouldn't have, so the mild-mannered party goes off to get some information out of him and deprive him of it. You won't believe what happens next. Or at least we don't.
5: Feeling It For Daddy: Things are becoming clearer. Or at least as clear as they can be when you have 7% Cthulhu Mythos. There will probably be dynamite involved.
1: Extreme Duck Rubbing: It's always tricky waking up after a nice long nap. The gunfire, the jammed doors, the weird dice.
2: Totally Tubular Groundhog: A fray, a fray! And we end up feeling fairly frayed, so we seek shelter and find more problems.
3: It was spicy, but...: The friendlies (combined with our inexperience) are more dangerous than the enemies. And we find out what Nick has been fantasising about since Twilight 2000.
4: Spanner to the Head: On the road again. Barely-competent bandits meet incompetent us. Maybe if we had a gun bunny in the party...
5: Hickbillies: Now we have a combat specialist, it'll all be much easier - oh.
1: A Classy Abattoir-Themed Pub: With the dogs off-loaded, the crew of Fanlight Fanny considers what they'll be doing next. Apart from trying to avoid saying the ship's name.
1: Secluded Ladder: We do our best to offend everybody, but in spite of our success we stumble over what may be a Sinister Plot. Or a public utility.
2: The Dance of the Seven Bodices: Further investigation, and desperate plot-evasion, leads to an embarrassing interview (especially for the GM).
3: The Tagliatelle Lectures: It's 1910. Health and Safety is just an industrialist's bad dream after eating too much cheese. So why is this office so lacking in lethal things?
4: A Public Health Crisis: We start to look further into Johnny Martian (disclaimer, may not actually be a Martian), and unearth some disturbing possibilities.
5: Tickling Him With Wires: Our research bears fruit. Strange, disturbing fruit. Fortunately we have an infeasibly large revolver.
6: Strap Him On and Keep Going: We know what to do (ish). We know where to do it (more ish). Now we just have to get there (very ish indeed).
1: Do They Have Any Toffee?: Called out on a Saturday morning to a manor house in the Fen country, the great detective faces a distinctly strange challenge.
2: Rummaging in Drawers: The investigation continues, with a curious fixation on milk-churns.
4: A Learning Experience: How hard can it be to hit a guy with a car door? Or indeed to get out of a car? Or defuse a bomb? OK, that one may be quite hard.
6: My Clem Fandango is Clepwhackered: The real world is more advanced than the game world, but nonetheless some progress is made. As with so many adventures, it comes down to someone hanging around the docks...
8: Subterfuge, But In A Murdery Way: A new job sees the team travel to a tropical paradise to pick up a sample of a new medical product. What could go wrong?
9: Flip On the Pain Editor: Into the lab with a slightly mad researcher and lots of guns. This can't possibly go wrong. Who's a pretty corporate spy then?
7: A Bit of a Gut Feeling: We find out more about what our good friend was up to, and start making plans to follow in his footsteps (ideally in a less murdery way).
10: Jack Them Off Slowly: With a different set of Good Friends at our backs, we break and enter in a vague hope of finding some compelling evidence. Of something.
11: Peritoneal Cavity: But how did they get such an impressive cellar space dug out and stone-lined in the first place?
20: Take You Up the Naze: We start to plumb the mysteries of Misr House. For which the most important piece of equipment is a decent-quality fountain pen and an official-looking notebook.
3: Waving Like a Field of Fat Corn: We try to make our getaway. And learn how to tell champagne from turbid horse urine. (And teach a Valuable Lesson in what happens if you support the show.)
5: Three Kings: S and M Bayonets: In the castle, outnumbered twenty to one, with only a vague plan for the mission and the garrison on alert. Those are the sort of odds we like. Ideally for the opposition, though.
1: Her All-Seeing Elbow: The party gets back together for that most traditional of motives, money. Some need it for spells, others for vanity publishing.
5: Oiled-Up Vicar: After dealing with what was in the very deep hole, our heroes come to realise that they must find an entirely new means of screwing up.
1: They Say He Worked With Hanrahan: In the 1950s, three intrepid agents travel to Providence to find a missing scientist, Should be easy enough. Why did they send three of us?
1: It Doesn't Say I Can Control It: In the grim post-apocalyptic future, there are only mutants. At least in this party. (Gameplay starts about 64 minutes in.)
39: Its Lovely Squishable Nose: The struggle under the pyramids continues. Who will live? Who will die? Who will get a nice cocktail and a relaxing river cruise?
0: A Rival or an Enemy: Character generation. Just like the old days, except you no longer die before entering play.
1: Saving Up To Get New Thumbs: Finishing off character generation, and after eight years (and about an hour and twelve minutes) the paperwork has finally come through...
1: The Supervet of the Occult World: The newly widowed Lady Phipps chooses to consult specialists in discreet investigation of the occult. Actual game starts at 44m30s.