Category: Announcement

Curious Pastimes 2nd Edition

It’s finally time to unveil the Curious Pastimes Second Edition rules!

After close to 2 years of feedback and writing and writing and writing and then discussing and debating and getting more feedback and then some more writing, we’re excited to unveil the Curious Pastimes Second Edition rules. This new edition builds on 28 years of experience, offering a more accessible and dynamic system for everyone.

First of all, thank you to everyone who contributed feedback and helped shape these updates. Your support has been invaluable in making the game more engaging for all.

We apologise for the length of this post, but with so many changes, we wanted to provide a comprehensive overview. We’ll explore more details in upcoming blog posts. If this is too long we have created a video that covers the same ground and can be found here: https://youtu.be/D3MX-YXs2h4 for those of you that want to jump straight to the rules the wiki can be found at: https://wiki.curiouspastimes.co.uk/

In this post, we’ll cover:

  • Design Principles
  • Character Creation and Archetypes
  • Character Progression
  • Multiclassing
  • Economy and Resources
  • Work Units
  • Magic and Rituals
  • Training and Research
  • What’s Next

We’ll be sharing the top-level changes for each of these topics, so read on to discover the exciting updates coming as part of the 2nd Edition rules!

Design Principles

When we set out on this journey we wanted to create a rule set that stays true to the heart of Curious Pastimes while making the game more enjoyable for everyone. Collaboration is at the core of our Second Edition, alongside transparency and accessibility. One of the biggest changes we’ve made is removing hidden barriers that previously limited some character paths, ensuring all players can clearly see their options and make informed decisions about progression. 

We’ve designed the system to be flatter, meaning new players can ease in without feeling overwhelmed, while veterans still get to feel powerful. We’ve also emphasised collaboration, whether on the battlefield or in research and exploration, giving you more ways to engage with the world’s mysteries together.

Character Creation

We wanted to give players more focus in character creation without limiting creativity. Choose from four distinct archetypes: 

  • Creator: Focuses on crafting, making, and shaping the world through skills like alchemy, blacksmithing, artistry, and surgery.
  • Magician: Specialises in spellcasting and rituals, utilising magic points to perform various magical abilities.
  • Scout: Relies on wit, agility, and cunning. This archetype includes roles like diplomats, thieves, and negotiators who excel at outsmarting opponents.
  • Warrior: The physical combat specialist, ranging from brute-force fighters to strategic leaders on the battlefield.

These archetypes provide structure for characters while still allowing flexibility to mix skills from other paths. You’ll start with 20 experience points to spend on general and archetype-specific skills. We’ve streamlined the process to make it easier to build your character. For those who love to specialise, we’ve also included pinnacle abilities, worth 11 experience points or more, representing the height of your character’s expertise. Each character can have only one pinnacle skill.

Free Skills:

We’ve expanded the free skills to include:

  • Numeracy
  • Literacy
  • Read/Make Maps
  • Small/One-Handed Weapon

Character Progression

Character progression is capped at a total of 100 experience points, including the initial 20 points used during character creation. No normal mortal character can exceed this limit. All progression, whether through earned XP, in-game training, research, or magical investment, counts towards this total, ensuring balance within the system. The only exception to this cap is for abilities granted by divine blessings, such as faction specials, which do not count toward your character’s point total.

Experience points are earned for each game you attend, with up to 8 XP per year. You’ll gain 5 XP at the first event you attend and 1 XP for each additional event until you hit that annual cap. 

Can I Multiclass?

Yes, you can multiclass! While your character will start in one of the four core archetypes—Creator, Magician, Scout, or Warrior—you’re not locked into a single path. The system offers flexibility, allowing you to select skills from other archetypes as your character develops. However, this comes with a 2-to-1 ratio: for every 2 points you invest in your primary archetype, you can spend 1 point in another archetype.

Income and Resources

One of the biggest changes we’ve made to the game’s economy is removing the base income of 2sp per event and introducing a new income skill. You now have the option to invest in this skill. The more experience points you spend, the more income you can earn. If you choose the basic income skill, you’ll still receive 2 silver, but you can increase that for bigger earnings as you level it up. You can also choose to receive other types of resources, giving you more control over what your character gains.

We’ve also added resource-gathering skills like Gatherer (for metals and materials) and Forage (for herbs and alchemy ingredients) to ensure resources flow more freely throughout the game. Items and resources now come with expiration dates, encouraging players to use what they have. However, although they have an expiry date, items can be maintained indefinitely if you invest in their upkeep.

Work Units

In the new system, creators begin with 10 work units, which are specifically tied to production activities. These units represent the amount of work a creator can perform in a day, such as crafting, brewing, or performing surgery. As creators gain more skills and expertise in their chosen fields (e.g., alchemist, blacksmith, artisan), they will accumulate more work units, although there will be a cap on the total number. Research has been split out and is tracked separately, via Study Units (see below).

Creator Tools – e.g. Workshops and Labs

Workshops and labs are essential tools for creators in the game, providing the necessary environment for crafting and research. The major change is that the standard versions of these tools are now free, eliminating the need to invest large amounts of resources in acquiring basic equipment. While the free versions allow for basic production tasks, more advanced labs and workshops can be obtained for customization, research and greater efficiency. These advanced versions may provide specific benefits, such as reducing the time required to perform tasks or enhancing the number of work units a creator can spend in a day.

Magic

A key change to magic is that Magic Points are now pooled into a single resource that can be used across all magical skills. Previously, different types of magic, such as spiritual and elemental spells, were separated. Now, all magical abilities draw from the same pool of magic points, providing greater flexibility and simplicity for spellcasters.

As characters develop, their pool of magic points will increase, allowing them to perform more powerful spells. This change brings flexibility to the Magician archetype, as players can choose how to distribute their magic points—whether casting multiple level-two spells or even some exalted spells.

Rituals

In the Second Edition, we’ve removed the distinction between contributor and lead; all who have the ritual skill are considered Ritualists, with three tiers of expertise. Every Ritualist can perform productive rituals independently or as part of a group. Rituals are now designed to be more experimental and flexible, allowing for different approaches depending on the desired outcomes.

We’ve also introduced wild circles, potentially resulting in chaotic or unexpected effects. This adds unpredictability, which players can either embrace or try to control.

There is no longer a need to pay gold for rituals. The power level of rituals may vary, but they remain productive even with fewer resources. Ether spheres will help align ritual circles and manage power levels. Importantly, items no longer need to be renewed through rituals but can be maintained through a specific rite performed outside the circle requiring three Ritualists.

Ritual Bonds

Magical items are now bound to the Ritualist who creates them. This means that items can no longer be universally maintained by any Ritualist; instead, they need to be bonded to a specific individual. Players are encouraged to choose which items to maintain, balancing their attachment to existing items with the opportunity to create new ones. This change emphasises the balance between retaining significant items and encouraging innovation and the circulation of new, powerful objects within the game.

Note: 

We will soon ask all players to let us know which items they possess. This is critical for ensuring that all items fit the new rules introduced for the upcoming event. Please submit your item information as early as possible (when we post the registration/recall form), allowing the team to adjust the wording and rules associated with each item to align with the new system. Items not submitted in time may not be ready for use at the next event, so preparation is key. Additionally, do not discard your current item cards, as they will be exchanged for new ones once the transition is complete. No one will lose an item – this is simply to allow us to register and align everything with the new rules.

Training & Research

Research and training provide ALL players with pathways for advancing their characters more quickly than through XP accrual, creating unique story arcs and offering flexibility in skill and knowledge acquisition.

The new system for research has been simplified, removing the need for special skills or tools to conduct magical research. Any player with an archetypal skill can begin research in their chosen area. Research now revolves around a new resource called study units. Players have five study units per day, up to a total of 70 units per year, which can be used to explore different areas of research. Study Units are a single pool and are used across any and all research players may undertake. This replaces the previously separate magic or work units used for research, streamlining the process for players. 

There are three levels of research progression: novice, adept, and expert. Players can explore as many novice-level areas as they like, but they will need to narrow their focus to one specialism (e.g. Warding or Emulation) as they move into the adept and expert levels.

Players can also train in various skills that exist within the game or advance skills they already possess. Training sessions, such as those at Bastion, allow characters to learn and advance in a tutor-style environment. These too draw from a character’s pool of Study Units.

What’s Next

As we move forward, we’re dedicated to ensuring Curious Pastimes Second Edition grows with your input and real-world play feedback. Your experiences and insights are at the heart of shaping the system, and you can expect regular updates as we gather feedback and fine-tune the rules. We’re also hard at work creating detailed guides and resources to help you navigate the new system with ease. This is a journey we’re all on together, and we’re excited to see how it evolves with your help!

Methods for Feedback

Feedback is essential to the ongoing development of the Second Edition, and we’re offering multiple ways for players to share their thoughts:

  • Feedback Form – Found at the top of the wiki pages, allowing you to share any questions or comments directly. Please submit one query per form, as this helps us follow and respond to each point.
  • Discussion Pages – Specific forums will open up for discussion, where players can engage with the team and fellow players to discuss any issues, suggestions, or ideas.
  • Live AMA Sessions – We will host some Ask Me Anything (AMA) sessions where you can ask questions directly and receive real-time feedback.

The Curious Pastimes Second Edition is designed as a “living” rule set, meaning it will evolve and adapt over time based on player feedback and gameplay experience. We are committed to listening to the community and making the necessary adjustments to ensure the game remains enjoyable, challenging, and fair for everyone.

Mike Dudley – Memorial

It was with huge sadness we lost one of our most beloved friends – Mike Dudley.

To remember him and all he means to us there will be a memorial at the amphitheatre at Paccar at 6:30pm on Friday evening – all are welcome to join us.

To accommodate this time in will be moved from 7pm to 8pm

Media at Curious Pastimes

As we draw closer to our next event, here is a reminder of the rules regarding photography and filming at Curious Pastimes.

All Curious Pastimes events have photographers and videographers who can be seen around site, recording camps, roleplay, the tavern and battles. You may have seen some of the images on our website and some of the footage on our YouTube channel. Our photographers are all experienced with LARP photography and are excellent at being discreet.

Players may ONLY take photographs in the Out of Character area or in their own faction glade when it is timed out with permission of those included and faction command. Players are not permitted to film video of any kind in the game area at any time.

During battles and skirmishes, all of the media team will be wearing blue hi vis. Any of the media team taking videos will be wearing blue hi vis around the camps as well.

The media team working with Curious Pastimes at E4 2024 are: Lilli Moffat, Oliver Facey, Rob Davies, Steve Mitchell, Stuart Edwards, Ric Crossley, Will Lacey, Ben Cawkwell, Deirdre Beaugie and Lucie Nakach

If you would prefer not to be included in any photographs or footage at Curious Pastimes, please contact us by pm on our Facebook page, or by email to info@curiouspastimes.co.uk You can also make this known to the media team when they are walking around the camps.

If you wish to take photographs as part of the Media Team at a Curious Pastimes event, please also contact us!

Arriving at Weston

Hey, we are delighted to share with you how to get to Weston for E3. Please do read this, specifically the part about the entrance to use, so we can get you all on site as quickly and easily as possible.

*** Directions to site and the gate to use

We are fortunate enough to have a dedicated site entrance, so please be aware that you will not be able to access the event through the main Weston Park entrance that most sat navs will take you to. As such, when arriving at Weston Park please use the Shrewsbury Gates entrance onto Shrewsbury Drive (a road on the site) as described below.

The main Weston Park postcode (TF11 8LE, which you will also get if you type “Weston Park” into something like Google Maps) will take you to the main Weston Park entrance gates. Using “A5, Weston-under-Lizard, Shifnal TF11 8JS” in google maps will take you pretty much to the junction where the gate entrance is. Please see the map attached to this post that shows the gate we are using (the star on the map) and the entrances to avoid.

Alternatively you can use either of the below methods to get there too:

What3Words: ///willing.recount.merely (For the correct entrance.)

GPS Coordinates are: 52.695356,-2.301116

Lon/Lat are: 52°41’43.3″N 2°18’04.0″W

*** Upon arrival

Please follow the signposted road for approximately 1 mile. Check-ins will be done at the Front Gate Tent, located near the Out of Character camping field. The Event Team will then direct you further depending on whether you need to access the In Character or Out of Character camping areas, and will then show you where to park in the main car parking field. Please be aware that no vehicles are allowed onto the Out of Character camping field, although the areas you can unload from run right alongside this field.

Whilst the site has excellent drainage and we do not foresee any issues, if the weather is particularly bad and we have to limit vehicle access to the In Character field, we will be organising shuttle runs from the nearest hardstanding to drop off player kit.

If you are arriving after Time In on Friday and have any kit to unload for the In Character area we should, weather permitting, have an unloading area approximately 100m from the edge of the main field to minimise the distance to the game area.

We look forward to welcoming you all in a few weeks! Please drive safely.

Archetypes, Character Progression and Existing Characters

Hi all

This is the first of our blog posts about the rules changes that are coming your way soon! So, first, some principles about what are going to be in these posts. 

We are only going to cover the headlines in these posts – partly because we’re still finishing drafting and review by staff but also because there’s not enough space in a blog to go into too much detail. This means, we know, that some of the detail won’t be there. Feel free to ask questions in the comments but we’ll be aiming to answer only as clearly as we can until the rules are finalised.

Secondly, the aim with all the rules changes are to improve the game but this means something specific for us, so it’s worth laying that out too.

  • We want new players to feel like they have complete characters and can get stuck into the game straight away.
  • We want the game to encourage collaboration and for people to work across skill sets and boundaries. We are moving away from characters who can master many elements of the game towards a world in which it pays to specialise.
  • We want research, exploration and pressing the red button to be at the heart of characters’ journeys.
  • We love battles 
  • We want our progression to be relatively flat – end game characters should feel epic but not at the expense of locking newer characters out of the game
  • Lastly, but far from least, we are working to the idea of characters progressing for between 7-8 years of four events a year (more on this below). Not attending consistently will not be penalised – this is about the ceiling, not the journey to get there.

Will existing characters fit into the new rules?

For the most part they should transfer across fine. You’ll find that some basic skills you may have paid for in the past are now free, or that skills which could only be obtained by ‘dark arts’ (Ed. Not dark arts) will now be available for all who are interested. 

How will existing characters fit into the new rules?

To answer this question we need to talk about character generation and progression. First of all we are getting rid of vet picks. The new system will be based upon receiving experience points. You will be able to earn a maximum amount a year and these can be spent or carried over as you wish (some skills may need more than a year’s worth of XP to acquire). 

So back to the question above – all existing characters will be converted into XP based on the number of vet picks they have (up to our xp cap which equates to about 8ish years of playing under existing rules). Players will then be permitted to recreate their characters under the new rules by spending their newly calculated xp OR they can generate entirely NEW characters using that accrued XP. We are excited about the possibilities in these new rules and we think you will be too, so want to open up these pathways to you now.

There are some nuances to the above and this brings us to the idea of archetypes

Archetypes are the idea that there are broad overarching types of character. In our case we have gone for Warrior, Rogue, Wiz(z)ard and Creator. These archetypes don’t dictate what type of character you can play but they act to do two things. 

First, they provide a set of skills and skill trees that lead to some pretty powerful options. Unlike in the current system, skills won’t be taken multiple times but once only, and each pick will lead to new options. 

Secondly, they are the jumping off points for research in each area

You can absolutely be a diplomatic warrior or a trader wizard. But your skills will likely make you strong in some areas rather than others. You will also be able to learn skills from different archetypes but to learn outside your core area will be more expensive, and the more powerful options will be closed off to you. This isn’t a significant move away from the current system but it allows us to explicitly design in the need for collaboration across the community.

Warriors’s core skills range from lithe duellists through to tanks who can’t be moved, you might learn how to carry someone alone, or how to wear armour so effectively it stops arrows. You might learn how to completely shrug off a specific poison then build your resilience to survive being hit multiple times.

Rogues might be diplomats, scouts or puzzle solvers. You might learn how to strike a fatal blow or knock someone to the floor, how to tell what someone’s intentions are, spot a trap or how to hide and move at the same time. 

Wizards may muck about with undead, manipulate the elements or be all excited about learning the deep lore of the cosmos – whether its the powers of other planes, working with rituals or laylines. You might learn how to create an active shrine, summon an Oathbound, coerce a Ghoul or wield lightning so it blasts someone in their tracks and you might research all of the above to take them further.

And last but not least come the creators; the alchemists, the blacksmiths, jewellers, surgeons and artisans. They’re so important they get their own posts, so watch out for that because their game is being significantly expanded and we’re excited to tell you about it.

Welcome to the blog!

Hi everyone!

As part of our aims to make sure that announcements and information about what is happening aren’t lost in people’s streams we have built ourselves a little space on the website for us to post news and information. 

So welcome to the Curious Pastimes blog.

We will post event updates, news and, very shortly, rules review updates directly here and then link to them on social media. Here we can make sure they’re not lost among adverts and cat pics, they will be easier to find.

Additionally we’ll tag them by date and event and subject so they should be searchable when you want to come back and see what’s going on later.

For now comments aren’t a feature – this is largely because it’s a bunch of extra work that we haven’t had time to do – all our other routes for conversation continue and, as soon as we can, you’ll be able to comment here too. 

Cheers,

Curious Pastimes