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From the Penalty Box
#22, Feb 27 2011
An irregular and irreverent column of thoughts and opinions about these games we play

Ten Years of Beory

It is February 2001; a different time in a different day. A new hand is on D&D's helm and a new revisioned version of the game has revitalized the entire hobby after years of stagnation both on the large scale and small; a mere few years earlier in mid-1998 the Victoria Rules franchise was hanging by a thread but since then has recovered magnificently, in both cases perfectly - if unintentionally - mirroring the gaming world as a whole.

And almost beneath the radar against this backdrop a minor game begins; a game to be run using this fancy new 3rd edition as an experiment, perhaps even a one-off just to see what this new version of the game can do. So five players sit down with the high hopes and grand visions of any new campaign but without a great deal of expectations as to where the game will go in the long run or whether the system will really work at all; and thus Beory is born.

In its first year the game got just enough media coverage to actually be thrown a bone during awards season: the later-legendary Appppil Pagey drew down the Greenhorn Trophy against quite reasonable opposition. But - though Woodfin managed a Futility Award in 2002 and Halfbeard beat the odds to earn Iron Man status in 2003 - after that it largely sank beneath the radar again while quietly building foundations and just surviving.

And yes, against the odds that little game survived. And survived. And survived, to the point where it eventually became a big game with its own collection of characters and chaos, history and heartbreak, stories and superstars. By mid-decade the awards and honours were rolling in - heart-and-soul Naug won the game's first Arrow and also held the Iron Man designation for a couple of years, the party earned a Laughing Cat, another Rookie of the Year award rang up alongside a couple of spectacular and well-deserved Kaylorelle Cup wins for Zagras and Alastair respectively, and every year she was played the Gold Cup was simply Appppil's to lose. She didn't lose often.

Beory had arrived. In style.

Later in the decade, as if it wasn't already a major campaign, Beory's status as such was sealed when it achieved something none other of our campaigns has yet managed: complete player turnover within the same continuing game. By mid-2010 every player from 2001 had been replaced; ever resilient, Beory soldiered on and actually managed to draw down its second Arrow award via mighty newcomer Torm. During this run the game also pulled off a more dubious achievement when its party in regular weekly play took a staggering 17 real-world months to complete a single adventure, albeit a huge one.

And so we reach February 2011, and realize that while it is admittedly getting long in the tooth Beory has in fact accomplished something truly amazing: 3rd edition as a system is designed for campaigns to last at most up to two years and Beory has done this five times over! So with this and many good memories in mind we raise a toast to the ten-year anniversary of Beory - the little game that could.

And did, very very well.

From the penalty box, I'm Lanefan Detustre.



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