Showing posts with label Pub. Show all posts
Showing posts with label Pub. Show all posts

Sunday, 5 July 2026

The End of an Era - Sam Smiths (NBA)

Well.

I come to bury Caesar not to praise him, I suppose, since by all accounts Humphrey Smith is someone I would not get on with, had I met him.

He did run a damn good chain of pubs, mind.

You'll know them if you've ever been in one. Sam Smiths pubs (Samuel being the Smith who inherited the chain back in the 1880s and made it what it is) are unique. They serve their own stuff, exclusively. No televisions, no mobile phones, loud noises and swearing discouraged. Often the pub is in a listed (or at least architecturally interesting) building or has a storied history. 

The Cheshire Cheese, for instance, is one of my favorite places in London, It's Fleet Street's pub. Generations of journos have gotten quietly pickled there. It turns up in A Tale of Two Cities.  Dr. Johnson, Mark Twain, Voltaire, Tennyson, Sir Arthur Conan Doyle - they've all stood at that bar. 

Since this is a family-owned concern and since there are still Smiths in the mix I'm going to cross my fingers and say that the brewery will survive. Whether the children will take the same personal interest their father did in the business is an open question. My understanding is that the old fellow used to haunt his pubs like some kind of roving specter. He was not above closing pubs down if something displeased him, and he could be displeased by, say, social media posts. Which seems ... petty. A bit unchristian. 

Grinchian. 

Once shut, Sam Smiths tend to stay shut. After all, the brewery owns the building. It can do as it likes with its property. 

Who knows what the future will bring? A breath of fresh air, a change in ownership, something else? I may be in the UK again soon, unexpectedly, and if so will try to stop by a Sam Smiths before I fly home.

From a roleplay perspective, having a location that remains essentially the same over decades, centuries, is a useful tool. Particularly if it's as unique and identifiable as a Sam Smith's. You can't mistake those for anything other than they are. No TV, no swearing, no socials - it's almost the antithesis of a modern pub. 

From Wikipedia:

Many have frosted windows and stained glass decorations. The interiors often have either brown or beige painted walls, or elaborate wall paper. Some have notable interiors such as the Crown Inn in Wetherby which has furniture by Robert Thompson or the Princess Louise in High Holborn with booths around the bar. Many of the pubs owned by the company, including many that it has acquired since the 1970s, are empty

Speaking personally I can recommend the Princess Louise. Been there many a time. Very cozy place. 

Let's add some RPG elements and say we're talking about The Bull, an East End boozer I mentioned before in connection with NBA:

East End boozer near Tower Hamlets Cemetery Park and on the edge of Limehouse, West India Docks, narrowly missed by Nazi bombs during the war and now a hangout for peculiar characters of all kinds.

Owned by: Ex-IRA (silent partner). 

Publican of record: Charlie Brown (not the Charlie Brown), someone who everybody knows. The police may or may not realize he's a front for the Ex-IRA. Edom certainly knows. 

The Brewer: Bowman Brewery, vans coming and going at odd hours. 

Watched by EDOM via Maggie Canter, Church Scavenger (p96 Field Manual). 

In this version, Bowman Brewery is a stand-in for Sam Smiths. Which means the Bull is like many another Sam Smiths pub. It lacks modern features, has no telly, no fruit machines, swearing is discouraged and the publican lives in fear of that fateful day when a beady-eyed old man walks in the door. 

If Sam Smiths aka Bowman owns the place then, logically, the ex-IRA doesn't. He's very much a silent partner of Charlie's. He helped Charlie Brown out of a hole a few years back and now the publican serves two masters. He owes Bowman his job and livelihood; he owes the ex-IRA everything else. Bit of a tightrope walk, that. 

Incidentally, this is the kind of thing I think of as quintessentially English. Not rolling countryside or fish and chips; this kind of my-way-or-the-highway thinking, where cutting off your nose to spite your face is standard practice.

New Face

Charlie Brown has a problem. One he can't reach out to his silent partner about, one he dare not talk to Bowman's about, but a problem nonetheless.

There's a new face at the pub. 

This is a regular's pub; new faces stand out at the Bull. This one's been coming by once a week, every week, for about a month. Charlie knows them well enough to start pouring out the beer as soon as they walk in the door. 

Here's the thing: whoever this new face is, they're not new. At least, not new to the Bull. 

Charlie first became aware of this when he noticed a photo up on the wall. It's the same old thing Charlie's walked past once a day every day for his entire working life, without paying the slightest mind. Today he glanced at it, then took a closer look. 

There they are. The new face. One of a celebratory group, back in the 1970s. 

They haven't aged a day.

Perhaps Charlie can persuade someone to help him explain his dilemma?

Option One: A Misunderstanding 

They're not the person in the photo. They're the child of, who happens to look exactly like. Except this isn't a coincidence. The new face is looking for more information about bartender Duncan MacNeil, arrested in the 1970s in connection with a string of slasher murders in the area. MacNeil killed himself before trial. The new face is convinced MacNeil wasn't the killer, that the killer still lives, and is one of the Bull's regulars. Are they right? If so, who?

Option Two: Poor Lighting  

The lights either don’t work properly or are being interfered with in some way. Lights are seen on when they shouldn’t be and flicker off without warning. Tradition has it that this is ‘the spook’ monkeying with the electrics. Funny thing; this has been happening more and more often now the new face has shown up. In fact, the only reason Charlie noticed the photo is because the lights happened to go just as he was walking by, and the picture caught the reflected light - or at least, that's how Charlie explains that odd glow. What connection has the new face with the spook?

Option Three: Dead Man Walking

The new face is supernaturally inclined, either a Renfield or something of similar power level, and is here on a mission from one of the campaign's third parties (e.g. the Alraune). Perhaps it's some kind of diplomatic gesture, perhaps it's enemy action. Either way, the Bull has become the center of everyone's attention. The new face isn't the only one in that photograph who's about to come back for a return visit, but if the characters don't figure out why then things could get very messy.

That's it for this week!

Sunday, 26 January 2025

Bar Billiards (Bookhounds)

 


Video sourced from Michael Chartres

My father has a bar billiards table. He got his from an American family. The old fella had been big in Hollywood back in the day and had worked on several films set in England; I believe American Werewolf in London was one of them. He picked up the bug for the game while he was in the UK and, as he had the money, he brought a table to his Bermuda home. However, all things pass and so did he, and the family wasn't interested in lugging what is quite a heavy object back to [wherever they may have been then]. So we picked it up. 

The big thing to bear in mind, as Wikipedia helpfully reminds us, is that:

The play is time-limited. A coin will usually give around 17 minutes of play, dependent on region. After this time a bar drops inside the table stopping any potted balls from returning, leading to a steady decrease in the number of balls in play. The last ball can only be potted into either the 100 or 200 hole having been played off either side cushion. 

Which lends itself to pub play and is probably why the coin slot was invented in the first place. You can't be at the table all day. Someone else has to have a go. 

The table we have used to have a coin slot but someone deactivated it at some stage, presumably because it became too much of a faff to find old British coinage. Even if you can open up the slot and get it back again, at some point someone will lose your only two-half-groat-a-billibong, and then the table's shot. 

The game is practically built for gambling. You bet on whether or not the player will make the shot, you bet on who will win, you bet on how much by, you bet on any number of things. 

Which is interesting, because Bookhounds doesn't include a gambling mechanic. Never mind the Thrilling mechanic that Night's Black Agents uses. More than that, the game (in its current form) is new in the 1930s, which means all those pubs the Hounds go to probably have a bar billiards table. It's the modern fashion. The coming thing.

In Millionaire's Special I faced the same problem with Trail, and I'm going to adapt that solution to this problem as follows:

  1. Use Athletics as the General ability if you're playing honestly and Filch if you're cheating.
  2. If plot does not depend on the outcome of the game, then whoever has the highest Athletics or Filch wins.
  3. If plot matters, then use dice. It can either be a lengthy competition (mechanically, like an Auction scene) or a one-roll game, depending on how important the result is.

With an additional rule if there are books involved:

  1. If this game is determinative in an Auction, for whatever reason, then Auction can be used in addition to Athletics or Filch.
What do I mean by that? Well, this is gambling. I can foresee times when a book scout might want to wager, say, some nice 18th century German pamphlets on vampirism on the outcome of the match. That makes the match a species of Auction, which is what the Auction ability is all about. When someone wants to spend from the Auction pool they do that instead of spending Athletics or Filch.

Why do it this way? Well, as Storage Wars reminds us, an auction isn't about meekly standing in a row making bids. It's about showmanship, finagling, angling for an advantage, screwing over the competition. Sounds a lot like a game of chance to me. But as a mechanic it's only worth using if there's a book as the prize. The game is Bookhounds of London, after all, not Poolhounds. 

All that said, let's talk about a scenario seed. To do that, I'm going to set this in a location I've discussed before: The Three Bucks pub. 

This elaborate Edwardian building resembles an Italian palace gone slightly awry, complete with statues of saints and a copper-clad cupola roof. It was built on the site of an old Georgian traveler's inn, as a speculative venture by Gregory Harris in 1908 ... [the pub is haunted by a spirit] obsessed with blood and violence, particularly cutting ... 

Snookered

Book Scout Allan Chessover (main text p85) is known to be a billiards fiend, and the Three Bucks has installed a new table. He’s there every Thursday night without fail, for a round or two with the lads.

The Three Bucks has an unusual reputation as it stands, but ever since the table came in the rumors have been flying thick and fast. People see lights where there oughtn’t be lights, hear the sound of billiard balls clicking when there cannot be players. Not least because Paddy Green and his sons don’t let anyone on the premises after midnight, not for any reason or for any inducement.

The Hounds want something from Chessover. It doesn’t matter what that something is, but for the sake of this example it’s a lead on a book they desperately want to acquire.

Right-o, says Chessover. I’ll do that little thing. If, and only if, you beat me at bar billiards at the Three Bucks. After midnight.

Option One: Action Room. It’s all a bluff. Chessover has no intention of showing up at the Three Bucks, whether after midnight or at any other time. He pays a group of Rough Lads to attend in his stead. The Rough Lads having a sense of humor, they propose a little game of their own: play billiards, and every ball you pot is a bone I don’t break. Miss the pot … well … What none of them appreciate is that the restless spirit of Gregory Harris, the pub’s former owner, will want in on the fun.

Option Two: Dirty Pool. Chessover has his own troubles. He’s been on a losing streak for weeks and is deep in the hole, financially. He owes a remarkable sum to the ghost hunters who frequent the Three Bucks looking for Captain Kidd’s revenant; one of them is a talented billiards player. The ghost hunters have been wanting to visit the Three Bucks after midnight for ages. Chessover can sneak them in but doesn’t want to be blamed for letting them in. Not if he can rig it so the Hounds get blamed instead …

Option Three: Silent Partner. Mike Green, Paddy’s eldest son and a fellow who never wastes a penny, lets a select group into the Three Bucks after hours to play the billiards table. Chessover is one of the lucky few. If Paddy knew about this he’d be furious. There’s just one odd little stipulation. Rather than pay cash for the table, you have to put a few drops of blood down the coin slot instead. Otherwise the table seems normal … just don’t go looking too long at any of the shadows …

That's it for this week. Enjoy!

Sunday, 5 May 2024

Enemy Action (We All Met At An Inn)

The Bull

East End boozer near Tower Hamlets Cemetery Park and on the edge of Limehouse, West India Docks, narrowly missed by Nazi bombs during the war and now a hangout for peculiar characters of all kinds.

Owned by: Ex-IRA (silent partner).

Publican of record: Charlie Brown (not the Charlie Brown), someone who everybody knows. The police may or may not realize he's a front for the Ex-IRA. Edom certainly knows.

The Brewer: Bowman Brewery, vans coming and going at odd hours.

Watched by EDOM via Maggie Canter, Church Scavenger (p96 Field Manual).

Let’s talk Rival Groups.

In a situation like this there are at least three potential groups fighting for control over the Bull. The Ex-IRA, then Edom via Maggie Canter, then the Conspiracy. Potentially also a fourth group, being the Feral Vampire, depending on whether or not that creature is part of the Conspiracy. Fine.

But what does that mean?

Once upon a time in the Many Mansions series I posited:

The Antagonists come in all shapes and sizes. Small and creepy, large and squamous, impossible to comprehend and so on. The chief thing to bear in mind whenever designing OPFOR, no matter what the setting, is that they have:

  • Power, appropriate to their function within the narrative.
  • Goals.
  • Assets, to be used to achieve their goals.

Power, in context, doesn't necessarily mean POWER. It means they have some means, preferably a thematic means, to affect the course of the plot.

OK, so that’s what the Ex-IRA has. It’s what Edom has, and the Conspiracy. Power, Goals, Assets. Say the Ex-IRA is using the Bull to run guns (perhaps from Leutner Fabrichen) and Maggie Canter’s using her reports to leverage favors from Edom, and so on down the line. Each actor has Power and Assets relevant to those Goals, and they shall use them as they see fit. That’s a topic I’ve covered before and shan’t cover again.

But.

What about the Bull itself?

After all, that’s the hub, isn’t it? That’s where all the action’s happening. Each of these Rival Groups with their Power, Goals and Assets have a definite reason to concentrate their attentions on the Bull, which is where the characters are.

What does that suggest about the Bull?

It suggests that the Bull is valuable to each of those actors. It suggests that the Bull is something that they’re going to fight over. It suggests that the Bull will evolve in play, because it cannot be put under pressure by all of those groups and somehow stay the same.

It also suggests that the Bull will reflect the nature of the group that currently has control over it. When the Ex-IRA is in charge, the Bull reflects his Power, Goals and Assets. When Maggie Canter has control, it reflects her Power, Goals and Assets, and so on.

Finally, it suggests that when X has control over the Bull, the characters do not. The more someone else controls this asset, the more they get squeezed.

OK, so what is this thing that everyone’s fighting over?

Delta Green has a concept called the Green Box. In loosest possible terms the Green Box is a cache, a source of stuff. Maybe some other agent hid something important, or tinged with the Mythos, in that box. Maybe there are guns in there, or explosives. Maybe it’s just a box of chocolates. You don’t know until you crack it open. Sometimes you don’t know even after you crack it open.

My suggestion: the Bull, and any central important location in any RPG campaign, is a Green Box. It contains stuff. Stuff the players want; stuff that complicates the characters’ lives. They can get valuable things from that Green Box. They can get trash. By its nature it’s unpredictable and can be a threat to the characters’ lives and sanity.

Even so, they want that Box. They want what’s in it.

It's a MacGuffin generator, plain and simple. A Green Box contains MacGuffins which are then used in plot. The Bull is exactly the same. The Bull generates MacGuffins which can be used in plot, and the only question that remains is what kind of MacGuffins you want the Bull to generate.


In this instance we've already decided that the Fourth Thing is Supernatural, and therefore the MacGuffins should be Supernatural. All those Rival Groups know this. They want those MacGuffins so they'll fight to get them. Meanwhile the player characters don't know this, at the start. So their first course of action must be to find out. 

The players define the goal, the asset, the power they want as a consequence of reaching into the Box. Point being, it has to be valuable enough to tempt the players but there has to be a level of risk involved, and that level of risk will depend on the value of the reward they expect. If they expect Excessive Funds because they found where the Ex-IRA hid his emergency stash, then the risk should be commensurate with that kind of reward.

The Rival Groups complicate the process by opposing the characters. If it’s Maggie Canter then she uses her Power and Assets; the Ex-IRA has his own Power and Assets, and so on. This determines the theme of the response. If the Ex-IRA has goons at his disposal then the theme will probably be goons. If Maggie Canter is a surveillance type with hidden cameras and microphones at her disposal, then the theme will be hidden spy gear. The Feral Vampire probably has supernatural Powers and Assets, which means a supernatural response. You get the picture, I trust.

How is this opposition manifest?

In GUMSHOE and in NBA generally there are two possibilities: an antagonist reaction, and an increase in difficulty.

An antagonist reaction is an active response to character interference. The Ex-IRA has goons? Then those goons show up to beat someone up. Maggie Canter has cameras? Then the characters’ Heat goes up as she feeds all that information to the authorities. Or maybe the characters find some of her spy gear. Supernatural activity spikes as the Vampire starts interfering. That sort of thing.

The increase in difficulty comes when the players attempt tests. Think of it like the Trust mechanic from the main book. Each of the Rival Groups has the option of throwing a monkey wrench in the works and it will depend on the player characters as to how much of a wrench they can throw. If the player characters distrust the Feral Vampire then the Feral hasn't much leverage. If they trust the Ex-IRA, then the damage the Ex-IRA can do is huge, and so on. Meanwhile each of the Rival Groups is using their Powers and Assets to build that trust, which they can then use in later scenes.

Anyway, I've babbled on enough about this and I'm sure you get the point by now. Next week? 

Something completely different!

Enjoy!

Sunday, 14 April 2024

We All Met At An Inn (RPG All)

Yes, I know. 

It's the perennial bugbear. The cliche to end all RPG cliches. The adventuring party has to meet somewhere. Why not an inn?

I recently picked up a copy of Curse of Strahd and was unsurprised to see this very idea floated in the first adventure hook in the book: The characters start their adventure in an old tavern, the details of which are for you to describe. It's an old perennial. It crops up everywhere.

Why not? You've got to start somewhere. 

The problem is, the more you rely on an old standard the less satisfying it feels. Sure, you need to start somewhere. Yet if you start with something boring that's not a good lead-up to the adventure that follows.

What would make it more interesting? 

It's your local. Nameless tavern number 368 in a life full of nameless taverns is not a good start. What if you and your mates have been coming here all your lives? What if you have history with this place? It may even be your family that owns it, the proceeds from your adventuring that keep it afloat. The more stake the characters have in the location, the more likely they are to feel happy about being there. Variant: it's not just your local, you own the place. If you don't look after it, who will?

There's something odd about this place. Just Another Tavern? What if this one's haunted? What if the whole thing is built inside an elemental, frozen in place? What if the inn is secretly run by magical cats that are constantly underfoot? What if the beer is brewed by a God, or at least a Demigod? At least make this place stick out in the characters' minds. They may want to come back here one day; it'd be great if there was a here to come back to, not Just Another Tavern.

There's something very odd about this place. If the tavern is a front for the Zhentarim, or Edom, then it probably looks pretty normal on the outside. That's the whole point of places like these. They don't attract attention. They may be perfectly normal. Pay no attention to the peculiar carts and vehicles that come and go at all hours of the day and night. Don't go looking for secret doors or hidden passages. You won't find any. I swear.

There's something very odd happening right now. Even the most ordinary tavern becomes very interesting when someone sets it on fire. Or perhaps someone important to the ongoing campaign is paying it a visit. Ravenloft, for example, has the bard Darklord Harkon Lukas roaming one of the realms looking for new entertainers to join his act. If someone like that is performing onstage, the inn suddenly becomes a thousand times more interesting. Edom has any number of peculiar characters who might do the same. The Madman might frequent the local bucket of blood, or the Ex-IRA might show up as the behind-the-scenes owner of this particular establishment. Maybe they'll become the characters' patrons. Maybe they'll let slip some important clue.

It has a peculiar history. This works very well in settings like London, where there's an established history that goes back centuries and it's not uncommon for pubs to have a past that goes back to the Tudors.  Sure, everything's normal now. At least, it seems that way. But fifty years ago there was a string of horrible murders, or a cult, or a conspiracy, and at this very inn ... 

It's not really there. What if the adventurers are only dreaming? Or hallucinating? What if the inn only exists because of a shared delusion, perhaps inspired by a peculiar book that the characters all read, one that doesn't want to leave their minds? Let's say this is Ravenloft. In that setting there is a realm called I'Cath, infested by ghosts and hopping vampires. This is a realm with two sides, one of which is trapped in the throes of an eternal dream. Suppose the inn only exists on one side of that paradigm? The inn might be part of the dream version of I'Cath and the characters may only experience it by being part of the dream; God and the DM alone know where their bodies are in the waking world. If this were Cthulhu, and the inn only exists in the Dreamlands, then the characters might be in very different parts of the waking world. You could run a sprawling campaign with characters based across the planet, who meet each night in the Golden Cat to discuss their adventures and plan new ones.

That's it for this week! Enjoy.


Sunday, 13 August 2023

Books! Help! Books!

 Oh, dear God. 

I spent rather a lot of money on books. Also DVDs, but mainly books.



I don’t know what kind of stress tests they do on carrier bags to make sure the handles can handle it, but they clearly had me in mind when they designed them.

A couple random thoughts before I go over the purchases: it is always worth sticking your nose into a charity shop; ditto those odd little places that describe themselves as antiquarian shops; Guernsey is a lot of fun; never pass by a London street market without poking your nose in; good things come in messy packages.

To begin.

The Mystery of the Blue Train and The Secret Adversary, both Agatha Christie, republished collectables in the style of the original publishing. I remember picking up a copy of Murder on the Orient Express a while ago in a similar format, but this is the first time I’ve seen anything quite like it.  I originally thought this was a new series, but having researched a bit I think this must be an old boxed set that someone broke up and started selling in second-hand shops. Possibly more than one boxed set. I saw these for sale in at least two different London stores.



Very, very pretty. Worth picking up as props for a Bookhounds game. Moderately pricy at 25 quid a pop, but not insane money. The set is 26 novels and I don't know which ones were picked for the collection - Christie published 74 novels, after all - but it's a pretty broad group, including folks like Parker Pyne as well as Poirot. If they're available in second-hand shops, they must be on ebay and similar. Picked up at Boom Cat Books, Camden Market.

The Tao of Igor, collected Dork Tower by John Kovalic. I already had most of these in comic form but never knew how it ended. Now I do! Picked up at Orc’s Nest.



Black Chrome (Cyberpunk) and Cthulhu City (Trail) both picked up at North London’s shining star, Leisure Games. I haven't had a chance to read either yet but Cthulhu City is just my cup of arsenic. Looking forward to it!

Death of Mr. Dodsley, one of the British Library’s crime collection. These are usually fun but there’s an added bonus: the victim is a bookseller and the story involves a lot of book lore. Bookhounds players/keepers, take note. I read this within a day or so of purchase and highly recommend. Picked up at the Lexicon in Guernsey.

Fracture, picked up at Blackwell’s, Oxford. Quick word about Blackwells: they have outposts all over the country but, for my money, if you want anything interesting or academic you need to go to the Oxford shop. That's easier to do now the Elizabeth Line is working, which wasn't the case when I was last in the UK. This is a history of the 1920s-30s and it covers absolutely everything. I really do mean everything. Ordinarily this sort of thing focuses on, say, the UK, or US, and has one particular topic in mind. This covers the whole schmeer, from astrophysics to Marlene Deitrich, across Europe and North America. Anyone who wants to know more about the world according to Call or Trail of Cthulhu needs this book in their library.

The Saint Sees It Through, Leslie Charteris, 2nd edition with the original jacket. I have a weakness for this sort of thing (see also the Agatha Christies mentioned above). I’m not a huge Saint fan but if you want to know how to write pulp, this is a great starting point. Beware period views on race and sexuality. Picked up at my uncle’s second-hand place in Brighton, Raining Books on Trafalgar Street, within easy walking distance of the train station. My uncle’s a great bloke; organization is not his strong suit. 

The Ingoldsby Legends. Picked up at Curiosities, an antiquarian shop in Guernsey. It’s often worth your while poking your nose in that sort of place, particularly in somewhere not often frequented like Guernsey. You never know what might be hanging around. This is the 1898 Richard Bentley edition, with illustrations, and is a collection of all three books. The originals would have been published in the 1840s as single volumes. Comic ghost stories and verse. I'm not a huge fan of comic verse - it goes on a little long and I find it wearisome - but the stories are entertaining Gothic and might give you inspiration for your own tales.

The Bailiwick of Guernsey by CP Le Huray. part of the King's England series, published 1952. Picked up in a Guernsey charity shop. Interesting, detailed, a little dry. Since it's immediately post-war it does cover the German invasion but not to a great degree. Judging by the frontispiece this was one of a series that covered the whole of the UK; if you have a particular interest, it may be worth seeking out some of the others. 

Down and Out in Paris and London, George Orwell. I used to have a copy of this but I’ve no idea where it went. Very pretty edition with what looks like a period-ish cover. Again, the sort of thing worth using as a prop in a Bookhounds game. Picked up at Boom Cat Books, Camden Market.

The Warriors, Sol Yurick. Bet you didn’t know there was a book on which the film was based! The film bears almost no relation to the book bar the central premise, but that doesn’t mean the book isn’t fun. It’s gritty and reality-based, rather than the knockabout free-for-all the film becomes. Picked up at Foyles.

The Cliff House, by Christopher Brookmyre. I’m a huge fan and have pretty much all of his stuff. This is a new one on me. Picked up at Foyles.

I Am Not A Number by Alex Cox.  The Prisoner: an explanation; pretty detailed. An interesting piece. Workmanlike writing style but he covers all the bases and gives the reader a clear idea of what happened and why. Not a must-have, but if you enjoy the Prisoner it's worth considering. Picked up at Blackwell’s, Oxford.

Occult London, by Merlin Coverly.  Picked up at Foyles. I haven't read it yet so I can't say how good it is, but it has some strong selling points. First, it covers a broad timeline from the Elizabethan period to the modern day. Second, one of its appendixes is all about occult bookstores in London. Bookhounds players/keepers should at least consider this one; whether or not you purchase is up to you.

Quatermass II, Nigel Kneale. This right here is why you should always pay attention to London street markets. I’m sure this needs no introduction. Found on my last day, Rare Books and Curios, Greenwich Market. On a side note, if you want a decent pint and don’t want to end up in a tourist pub, I recommend the Plume of Feathers on Park Vista. It’s a short stroll from the market proper, near Greenwich Park. Atmosphere’s good.



DVDs: as you ought to have learned by now, streaming only works so long as the service provider is willing to let you keep streaming. Things you thought you bought vanish in a heartbeat. Picked up mostly at Fopp, Timeslip in Brighton, and Music & Video Exchange in Greenwich. I’m basically filling in gaps in my collection at this point.

Among them:

Conan the Barbarian

28 Days Later

The Crazies (remake of the Romero original, picked up because it has Timothy Olyphant)

The Day of the Triffids

Prince of Darkness I first saw this on the big screen at the Greenwich Picturehouse years ago, before COVID. Definitely worth seeing on the big screen if you can manage it - but I'd say the same for all Carpenter films.

An American Werewolf In London

The Haunting (I used to have a copy of this but it died, so here's a replacement)

Snatch

Full Metal Jacket

That's it for this week. Enjoy!

Sunday, 4 October 2020

Dirty Dick's (Forgotten London)

Until it was remodeled in the 1980s, Dirty Dick's Pub in Bishopsgate, (East End/City of London), was covered in cobwebs, filth, and long-dead mummified cats and rats. There was one cat in particular that visitors were encouraged to stroke for good luck, and it was fitted with a spring so that it leaped when touched. Fun times were had by all, I'm sure.

Allegedly the pub got its memorabilia from the estate of eighteenth-century eccentric Nathaniel Bentley, who was to marry his sweetheart - but she died on the wedding day. Heartbroken, he refused to leave his rooms and when he died fifty years later he was cocooned in muck. Apparently he was very fond of cats and when one of his pets died he refused to bury it, letting it mummify in his collection instead. The pub got its pick of the best bits and carried on the tradition in Dick's memory.

There is an alternative version of this story. From the History of Signboards (1866):

The name of Dirty Dick, which graces a public-house in Bishopsgate Without, was transferred to those spirit stores from the once famous Dirty Warehouse formerly in Leadenhall Street, a hardware shop kept in the end of the last century by Richard Bentley, alias Dirty Dick, in which premises, until about fifteen or twenty years ago, the signboard of the original shop was still to be seen in the window. Bentley was an eccentric character, the son of an opulent merchant, who kept his carriage and lived in great style. In his early life he was one of the beaux in Paris, was presented at the court of Louis XVI., and enjoyed the reputation of being the handsomest and best dressed Englishman at that time in the capital of France. On his return to London he became a new, though not a better, man. Brooms, mops, and brushes were rigorously proscribed from his shop; all order was abolished, jewellery and hardware were carelessly thrown together, covered by the same shroud of undisturbed dust. So they remained for more than forty years, when he relinquished business in 1804. The outside of his house was as dirty as the inside, to the great annoyance of his neighbours, who repeatedly offered Bentley to have it cleaned, painted, and repaired at their expense; but he would not hear of this, for his dirt had given him celebrity, and his house was known in the Levant, and the East and West Indies, by no other denomination than the “Dirty Warehouse in Leadenhall Street.” The appearance of his premises is thus described by a contemporary:—

“Who but has seen, (if he can see at all,) ‘Twixt Aldgate’s well-known pump and Leadenhall, A curious hardware shop, in generall full Of wares from Birmingham and Pontipool! Begrimed with dirt, behold its ample front, With thirty years’ collected filth upon’t; In festoon’d cobwebs pendant o’er the door, While boxes, bales, and trunks are strew’d around the floor. ....... Behold how whistling winds and driving rain Gain free admission at each broken pane, Safe when the dingy tenant keeps them out, With urn or tray, knife-case or dirty clout! Here snuffers, waiters, patent screws for corks, There castors, cardracks, cheesetrays, knives and forks; There empty cases piled in heaps on high, There packthread, papers, rope, in wild disorder lie.” &c.&c.&c.

The present Dirty Dick is a small public-house, or rather a tap of a wholesale wine and spirit business in Bishopsgate Street Without. [note: that means it's on the East End side of the Bishopsgate border, between City of London and East End,] It has all the appearance of one of those establishments that started up in the wake of the army at Varna and Balaclava, or at newly-discovered gold-diggings. A warehouse or barn without floorboards; a low ceiling, with cobweb festoons dangling from the black rafters; a pewter bar battered and dirty, floating with beer; numberless gas-pipes, tied anyhow along the struts and posts, to conduct the spirits from the barrels to the taps; sample phials and labelled bottles of wine and spirits on shelves,—everything covered with virgin dust and cobweb,—indeed, a place that would set the whole Dutch nation frantic.

Yet, though it has been observed that cleanliness of the body is conducive to cleanliness of the soul, and vice versa, the regulations of this dirty establishment, (hung up in a conspicuous place,) are more moral than those of the cleaner gin-palaces,—as, for instance:—“No man can be served twice.” “No person to be served if in the least intoxicated.” “No improper language permitted.” “No smoking permitted;” whilst the last request, for fear of this charming place tempting customers to lounge about, says, “Our shop being small, difficulty occasionally arises in supplying the customers, who will greatly oblige by bearing in mind the good old maxim:—

‘When you are in a place of business, Transact your business And go about your business.’”

The great thing about Dirty Dick's, from a gaming perspective, is that it covers a wide range of possibilities, from Victorian to Call to Trail to Bookhounds to Dracula Dossier, or Esoterrorists. Who knows what secrets lie under a pall of ancient dust? Mind you, I can't help but have sympathy for the no smoking rule - imagine what would happen if that place caught fire! You wouldn't have time to blink before the whole thing went up like Guy Fawkes, and good luck finding an emergency exit. 

It must have been interesting trying to justify all that to the Liquor Licensing Board and whichever body handled fire safety - probably the local council, in the 1980s. Still, for it to survive for more than a century argues it must have been profitable; not a gold mine, I suspect, but it paid its way.

Technically there's still a Dirty Dick's in London but somehow I don't think it has the charm of the original. It does claim to have some relics of the old pub kept under glass, which extends the plot life of this location into the 21st century. This PubWiki has some photos of the old Dirty Dick's, but not that many shots of the interior which seems a shame. 

What kind of stories can be told with a backdrop like this? Trail? Bookhounds? Dracula Dossier? 

There's one obvious story that can be told in any setting: the McGuffin. Somewhere in that pile of God knows what is a relic, weapon or other item that is critical to [insert plot here.] Someone thought it would be a good idea to hide it in plain sight, and it can be difficult to find a specific tree in a forest. 


So they squirreled it away in Dirty Dick's, perhaps when it was still a warehouse. Naturally whoever it was wouldn't leave it unguarded, but as to what or who that guard is ... if it's a Mythos entity of some description then Dust or Rat Things seem logical choices. It could also be someone like the Enigmatic Monsignor (Dracula Dossier) - in a Protestant country that's historically been very anti-Catholic for centuries, somewhere like Dirty Dick's might seem an attractive hiding place for a Catholic relic. It is Bishopsgate, after all, and Bishopsgate Without is home to some of London's ancient churches, as well as the old Bedlam hospital; plenty of story fodder there. Or some ex-Edom bigwig like the Boffin might have camouflaged something in his favorite drinking hole. It could even be a fake McGuffin, a ruse planted to attract the unwary.

Trail is technically a 1930s setting but there's nothing in its mechanics that prevents you from playing in the late Victorian period; you wouldn't even have to change the skill list, beyond making a note that Driving applies to horse and carriage. Though if the characters want to be one of the first to drive a car Frederick Bremer and Frederick Lanchester are making them in the 1890s. Dirty Dick's could also be a good Yellow King backdrop. As for what kind of story you'd tell in a Victorian setting, why, a ghost story, of course. Why waste all those cobwebs? The darn thing's practically screaming Gothic. Mummified cats! Need I say more? 

Dirty Dick's could be a good location for a time travel story. Your Trail investigators find, say, an iPhone buried in the other rubbish, and try to work out how it got there. Is there some strange Yithian device at Dirty Dick's that's inadvertently pulling in items from other time periods? Alternatively are Ythians or Mi-Go secretly operating Dirty Dick's, using its well-known squalor as an excuse for why everything seems just a little odd? Is that mummified cat crouched atop a brain case - and just how mummified is it, really? Or one of the vampire types that play with reality could be using Dirty Dick's as a kind of interstitial safe house - an alien stone hidden amongst the cobwebs fractures space and time while spreading its vampiric influence across London. 

Or Dirty Dick's could be a cult node, disguising its malign influence as an innocent, if eccentric, public house. With a name like Dirty Dick's (note - don't Google, unless you enjoy watching folks doing unspeakable things) this seems like the perfect place for Bookhounds' Keirecheires, but it could as easily be somewhere for the Brotherhood of the Black Pharaoh or the Witch Cult to hang out. After all, in its heyday Dirty Dick's warehouse was known across the empire; a globe-trotting organization like the Brotherhood might have snapped it up as a London base for its activities ages ago. Or a more local organization like the Witch Cult might be hiding a Dark Grail or some other artefact amongst the other rubbish, to be used in strange ceremonies.

Dirty Dick's could be a gateway to other places as well as other times. Where better to hide a Gate to the Dreamlands, the Library of Celano or some other mystic haven? There's a reason why Dick's is dirty and it has nothing to do with branding; the best way to hide magical chaos is under a grimy pile of mundane chaos. It could even be a means of passage from Earth to other worlds - Eversink, for example. Imagine vanishing behind a cobwebbed barrel only to reappear in another version of Dirty Dick's, in a different reality altogether.

Megapolisomancy might use Dirty Dick's as a kind of landmine, or it might already have been used as a landmine and exploded, hence its current condition. It's no longer really part of the city and can't be used as an anchor, but if you get too close your Magick might be scrambled. Just as a radioactive device leaves radiation behind so too do powerful Megapolisomantic activities leave marks of their passing, like cancers growing in the body politic. Maybe Dirty Dick's is spreading its filth across Bishopsgate, and maybe it's thanks to some protective working placed in the long-ago that it hasn't already spread beyond Dirty Dick's. Of course, if some foolish investigators look too close they might upset that delicate working ...

Enjoy!

  

Sunday, 10 January 2016

Forgotten London: The Pub (Trail of Cthulhu, Bookhounds of London, Night's Black Agents)

'"What do you mean, forgotten?" I hear you ask. "There are pubs all over the place! Why only last night I drank myself stupid at the Dog and Phuc, the new Vietnamese gastropub on the corner. Surely you're mistaken!"

Yes, there are pubs in London. Quite a few of them in fact, but most if not all of them aren't pubs as someone drinking during the 1930s would have known the breed. Let's talk about some of the differences.

Most of the information I have on this subject comes from The English Pub, by Peter Haydon. 

Before the 1890s the pub was a very different animal. Each public house was an independent, owned by the same person who operated it. Each owner could buy beer from whoever he or she liked, and it was very common for pubs to brew their own beer on the premises. Each pub had its own character, no two being quite alike. The owner decided the style, and that meant a riot of differences, of color, of idiosyncrasy. There were also many more breweries active then than there are now, ensuring that there was plenty of choice in what you drank.

However by 1890 the economy was getting softer, and breweries were finding it much more difficult to make a living. In 1899 the bottom dropped out of the market altogether. Breweries went to the knacker's yard, selling their stock and property at bargain rates. People stopped building pubs. What was the point, after all? Nobody was going to invest money in a failing venture.

In 1890, for instance, there were 11,322 independent breweries operating throughout England. By 1900, there were only 6,420. The number of pubs that brewed on the premises also sharply reduced over the same period, from 12,417 in 1880 to 1,447 in 1914.

This didn't just mean financial ruin. It also meant that, if you intended to survive these apocalyptic times, you had to be smarter, more ruthless, and more efficient than your competition. You had to dominate your market. Northern breweries were the first to realize this, and they began buying up pubs left and right, claiming the market by claiming the supply chain. Then everyone else wanted to get in on the act, and before long the breweries went into a pub-buying frenzy.

This led in turn to a sudden spike in pub construction. Not so much in new pubs - those were still a drug on the market - but in refurbishing the existing ones. Look at it from the owner's point of view. You know the brewers are going to be knocking on everyone's door. Unless you're addicted to independence, and poverty, you want to sell, and for the best possible price. You need to convince the brewers that your pub is the very best in the locality, with plenty of thirsty customers. Which pub is the best? Why, the largest pub, of course. Does your pub really need a ballroom that can seat two hundred? Who the hell cares; the brewer's some damn silly Northerner who doesn't know the London market, and if you have that ballroom, the brewer will think you have the drinkers to go with it.

This is when we start seeing innovations like the Saloon Bar, the Public Bar, and a separate tap room. It's all space, and the fancier a place looks, the more likely it is that the buyer will pay top dollar. Do you have snugs, little hole-in-the-wall spots sealed off by frosted glass and wooden walls, so your drinkers can enjoy themselves in privacy? That's money in the bank. Do you have a cheaply furnished public bar for the plebs to get drunk in, and a more elegantly appointed saloon bar for those prepared to pay a little extra? That's money in the bank.

So down come the brewers and buy the publicans out. By the 1920s there are very few independents left, still fewer by the 1930s. However the grass isn't always greener on the other side. Those publicans within the brewery system are living in what amounts to indentured servitude. They owe everything to the brewer, from the beer in the cellars to the carpets on the floor, and the brewers make very sure the landlords will never get out from under that mountain of debt. After all, if they did, they might want their independence again, and that would never do.

George Orwell says as much in his essay The Clink, about an unsuccessful attempt to get thrown in prison. He spends a short time in a police court cell, where he meets, among others, a disgraced 'guv'nor.'

The florid, smart man was, it appeared, a public house guv'nor (it is a sign of how utterly the London publicans are in the claw of the brewers that they are always referred to as guv'nors, not landlords, being, in fact, no better than employees), & had embezzled the Christmas Club money. As usual, he was head over heels in debt to the brewers, and no doubt had taken some of the money in hopes of backing a winner ... the magistrates are hard on these cases - he did in fact, get four months later in the day. He was ruined for life, of course. The brewers would file bankruptcy proceedings and sell his stock and furniture, and he would never be given a pub license again.

Because the brewers own the pub, they can order things as they like. By the 1930s, this becomes a damage limitation exercise. The powers that be, which in the 1930s meant the educated middle to upper classes, have a down on pubs. They promote vice, distract the workers from their jobs, and generally are a haven for criminals. All those private little snugs, saloon bars and so forth; how is a constable supposed to police a place, if he can't see everything that's going on as soon as he walks in the door?

So the brewers bring in their in-house architects for yet another round of pub refurbishments. This time it isn't about money. It's about what we would now call branding, throwing out the old and replacing it with new. The same old new every time, in fact. After all, why go to all the trouble of coming up with a different design for each location, when you can use the same design for all of them?

However since this was very much the governing classes dictating to the governed, the 1930s designs were about creating pubs that the governing classes would like to drink in. Not that they ever would, of course. "It is all to the good that some of England's public houses should be reformed, reconditioned or improved, and made fit and decent places for refreshment and recreation of the people," said a Temperance advocate. 

This led to, among other things, an increase in the number of workingmen's clubs. In 1905 there were less than 7,000 clubs altogether; by 1935 there were well over 15,000, with a combined membership of half a million. The pubs were no longer independent, but the clubs were. They could buy whatever beer they liked, and decorate the place as they pleased. But while this may have been wonderful for the working classes, it meant that the pubs started losing customers, further contributing to an already weakened pub market.

It also led to an interesting innovation: the death of pub signs. In days gone by each pub needed an innovative and eye-catching sign, not just because its customers probably couldn't read, but also because a good sign is a form of advertising. People can say "go to the Swan, you'll never get a better pint," and everyone will know what and more importantly where the Swan is, by the lovingly decorated signage which may or may not actually be a carved Swan. However that only advertises the pub. It does not advertise the brewer, and by the 1930s it had become very important that people know the Swan, for example, is part of Fuller's, or Adnam's, or Theakston's. So the elaborate signage went on the scrapheap, replaced by signboards on the side of the building that said not only what the pub was called, but also which brewer owned it. So the drinker knows that, if he likes Fuller's or can't stand Adnam's, that he'd better go to or avoid the pubs that brewer owns.

Meanwhile the brewers began eating themselves alive. The last time the market went downhill, the brewers that survived did so because they bought up the pubs. Now there were no more pubs to buy, and the only way to stay competitive in a vicious market was to make sure there was as little competition as possible. In previous years brewery takeovers had fueled expansion, but by the 1930s they were the only way to keep the remaining breweries alive.  

So in your game, what does this mean?

It means the pub is always changing. If there's a rickety Victorian glamour palace at the corner, complete with snugs and saloon bars, it's under threat. If there's an actual independent pub in the neighborhood, it's practically the alcoholic equivalent of a unicorn, on the brink of utter extinction. No doubt the owner is being besieged by the brewers night and day, but old Charlie would never sell out. His thieving son Archie, on the other hand ... Meanwhile the dear old pub of yesteryear, with its original features and Victorian touches, could be gutted at any moment, to be replaced by fake Victoriana and horse brasses. The brewer's in complete control, until the brewer collapses under a mountain of debt, leaving confusion and chaos in its wake.

Remember, the pub is the center of the community's life. There's a reason why so many people have tried to control it over the years, from the brewers to the coppers to the blue-nosed temperance advocates who want everything to be clean-cut, British and manly. This is, after the church, the place where everyone goes. Think what it means, for example, to operate a Christmas Club, as Orwell's guv'nor did. It means you have hundreds of people coming in all the year round, contributing their pennies and shillings to the fund. It means you have regulars.

From your characters' perspective, it may be all about class. Are your Bookhounds hoping to claw their way to the upper reaches of the class system? Then you'll never see them in the public bar; rubbing shoulders with the ho-polloi is the last thing they'd want to do. Except if there's money in it, of course. At the same time the shop workers are either in the public bar or the workingmen's club on the corner, breathing fire and revolution, and voting Labour. Drinking in the right place shows where you consider yourself to be, in the scheme of things. Or where you would like to be.

Moreover people tend to congregate in the same pub, often for generations. If your pub happens to be on Fleet Street, as the Cheshire Cheese is, then it has been a newsman's haunt for many, many years, well known to literary men. So if your characters want to find a particular author, or newspaper editor, their best bet is to haunt the Cheese and wait for that person to come in. It'd be a Streetwise spend to work out which pub the person they want to see is most likely to go to. Where do the Radicals hang out? The Toshers? The medical men, the lawyers, the banker's clerks? Each group has a pub that it prefers to go to, and if the characters want to catch up with a particular person, they need to know which pub they go to.

Or say you want to play on a place's historic links. Going back to the Cheese again - an excellent pub, by the way, well worth a visit for the atmosphere alone, and Samuel Smith's does a good bitter too - there's its links with important figures like Dickens, its potential history as a brothel, and the alleged bones of murdered babies on display, all to play with.

This is a history that could be repeated again and again, in a time-spanning campaign. Something like the Dracula Dossier, for example, could feature repeated visits to the same pub over many decades, if not generations of spies. Say for the sake of discussion that the Cheshire Cheese is a meeting place for Edom in the 1890s. There's no reason why it couldn't have hosted many such meetings over the years, and feature in stories set in the 1940s, 1970s or current day. After all, the pub's still there, almost unchanging, over all that time.

As a closer, here's a brief scenario idea, suitable for Trail or Bookhounds.

The Unicorn is a pub of long standing in Blackfriar's, on Queen Victoria's Street, not far from the church of St-Andrew-by-the-Wardrobe and Blackfriar's Train and Tube station. It has links of long standing with the Worshipful Society of Apocatheries, one of the twelve great livery companies of London.  Opiferque Per Orbem Dicor and a golden unicorn has been its signage for as long as anyone can remember; both the motto - throughout the world I am called the bringer of help - and the unicorn are used by the Worshipful Society. Medical men and members of the Society frequently call on the Unicorn; you can often find the best surgeons and doctors in London enjoying a pint in the saloon.

One of its prize possession is a poem alleged to be the work of John Keats, though its authorship is disputed. Keats is known to have been an Apocathery, and it's thought that the poem was a gift to the daughter of the pub's then owner. Signed only with a K, the framed original, To A Friend, hangs in the saloon bar. 

The Unicorn is owned by the Brocklebury Brewery, Yorks, and the owners are contemplating a complete refurb. Out with the old, in with the new, and that includes the ancient signage and the alleged Keats. Then the accidents start happening; the architect, the architect's business partner, and two builders die, one after the other, each after visiting the Unicorn. Meanwhile the guv'nor's losing sleep; something's haunting the place, he claims, something that glistens black as midnight, and the strange tittering noise it makes is more than he can stand ...

Enjoy!