Escaping from weekend activity centres is no longer a sport! Any prisoner found sneaking out for a curry or a pint of overpriced beer will be shot on sight!
After last year's inaugural Expo Fringe there was little doubt that once more we would be spending a weekend behind the barbed wire of Stalag Luft Ackers. It really is a gem of a place, once you get past the spartan nature of the accommodation. Now that we knew what to expect we were mentally prepared for the bunk beds, harsh lighting and bracing showers, and the place felt quite homely, with an upgraded kitchen and new tables and chairs for the inmates.
The drive down on Friday morning wasn't too bad, roadworks notwithstanding, and after unpacking my gear I set up for the game of Cörk Børd that I was running. This is a an adaption of the Mörk Borg rules from Paul Baldowski of Cthulhu Hack and Dee Sanction fame and I was looking forward to seeing how the rules played out at the table.
The theme of the game is Nordic Noir detective fiction, with a team of variously damaged investigators unpicking gruesome crimes in a harsh landscape through dogged police work and the occasional lucky break. The scenario is broken down into scenes comprising sites, suspects and situations that have to have their complexity whittled down by the team applying their skills and using their fibre. This is roughly equivalent to the hit points, attributes and damage rolls of a traditional fantasy game, but the fun here is in the narrative that comes from the dice rolls. An investigator might make a good roll only to be thwarted by a delay (aka armour) leading to the case stalling.
Scenes are linked as the case is solved and I used a physical cork board with pictures for each scene and red tape to link them using pins. We tracked the remaining complexity on a scene with dice so the team could see where they needed to focus their efforts and added evidence with extra post it notes. The delays on certain scenes caused frustration (as intended) but I think when I write some more scenarios I'd build in keys to clear the delays and speed things up (such as splitting up suspects to interrogate them separately). The players did manage to get to the tragic conclusion with only one of them cracking under the pressure. Excellent fun!














