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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

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