Aiee! Run From Kelvin's Brainsplurge!
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Tuesday, November 10, 2026
Mince Pie Fest 2026: Aldi Specially Selected
The pastry has a good balance between firm and soft, but the taste is a bit bland. The filling, on the other hand is full of VERY boozy and fruity flavours and is quite tasty. 3 out of 5. (Palm oil)
#MincePieFest2026 #MincePieADay
Labels:
mince pies,
MincePieFest,
MincePieFest 2026
Monday, November 09, 2026
Mince Pie Fest 2026: COOP
Oh dear.
These have a bland, mushy, claggy pastry. The filling borders on flavourless but there's plenty of it at least, and it has a nice chewy texture. Not great, especially in comparison to the Irresistible ones. 2 out of 5. (Palm oil)
#MincePieFest2026 #MincePieADay
These have a bland, mushy, claggy pastry. The filling borders on flavourless but there's plenty of it at least, and it has a nice chewy texture. Not great, especially in comparison to the Irresistible ones. 2 out of 5. (Palm oil)
#MincePieFest2026 #MincePieADay
Labels:
mince pies,
MincePieFest,
MincePieFest 2026
Sunday, November 08, 2026
Mince Pie Fest 2026: Sainsbury's
These have a very soft pastry, with no real bite to it, and too sweet. The filling has a pleasant taste, but it's a bit bland and there are no distinctive or punchy flavours, and the amount of filling is a bit stingy. 2 out of 5. (Palm oil)
#MincePieFest2026 #MincePieADay
Labels:
mince pies,
MincePieFest,
MincePieFest 2026
Saturday, November 07, 2026
Mince Pie Fest 2026: COOP Irresistible
The best in 2021, 2022, 2023, 2024, and a finalist in 2025, these have a big reputation to maintain...
The pastry is sweet, and the texture is balanced nicely between crumbly and firm. The filling has some BIG flavours! Very fruity, and there's a massive hit of booze. Perhaps too big as it almost overpowers everything else. 4 out of 5. (Palm oil, but COOP claims its is responsibly sourced)
#MincePieFest2026 #MincePieADay
The pastry is sweet, and the texture is balanced nicely between crumbly and firm. The filling has some BIG flavours! Very fruity, and there's a massive hit of booze. Perhaps too big as it almost overpowers everything else. 4 out of 5. (Palm oil, but COOP claims its is responsibly sourced)
#MincePieFest2026 #MincePieADay
Labels:
mince pies,
MincePieFest,
MincePieFest 2026
Friday, November 06, 2026
Mince Pie Fest 2026: Asda Exceptional Luxury
In the immortal words of M. Mario, "here we go!"
If this is new to you, what I'm doing here is reviewing the mince pies from most of the major UK shops. I started doing this a few years ago because I thought it would be fun, and I really like mince pies, so I was going to eat them anyway.
Which means I'm also going to buy them all anyway, but if you'd like to support my excessive festive calorie intake you can do so at Ko-fi.)
Right, onwards!
I'm sure these are smaller than last year. They are nice and deep though, so perhaps it balances out. The pastry is a bit too crumbly and dry for my liking, and doesn't have much flavour, but the filling is full of flavour. There's a dash of spice, a big punch of citrus, and a hint of booze. Not bad! 3 out of 5. (Palm oil)
#MincePieFest2026 #MincePieADay
If this is new to you, what I'm doing here is reviewing the mince pies from most of the major UK shops. I started doing this a few years ago because I thought it would be fun, and I really like mince pies, so I was going to eat them anyway.
Which means I'm also going to buy them all anyway, but if you'd like to support my excessive festive calorie intake you can do so at Ko-fi.)
Right, onwards!
I'm sure these are smaller than last year. They are nice and deep though, so perhaps it balances out. The pastry is a bit too crumbly and dry for my liking, and doesn't have much flavour, but the filling is full of flavour. There's a dash of spice, a big punch of citrus, and a hint of booze. Not bad! 3 out of 5. (Palm oil)
#MincePieFest2026 #MincePieADay
Labels:
mince pies,
MincePieFest,
MincePieFest 2026
Saturday, October 03, 2026
Polearms & Proust (or, In Search of Lost Biscuits)
A very silly role-playing game about introspective thugs with big pointy sticks. Inspired by this BlueSky post, and written by someone who has never read Proust.
You will need:
Each player should then pick a POLEARM ADJECTIVE and write it down; again, if they already know how the game works, then they should roll for it.
Each player should be issued at least one BISCUIT. One BISCUIT per two hours of planned play time seems fair.
(You can and should have more biscuits -- I'm not a fascist -- but I'm talking about BISCUITS as an in-game currency here.)
Each player -- and the GM -- should determine their ALIGNMENT; see, um, ALIGNMENT.
Each player should select a name for their polearm-wielder. Something gender-neutral or with a simple gender variant -- for example Alex/Alexandra/Alexander, or Justine/Justin -- works best, but this is just a bit of fun, intended to make it look like I'm more erudite than I am and that I've read Proust, which I haven't, so ignore it if you want.
One player should be designated as this session's PROUST; see I AM PROUST.
Now you can begin! Chuck the players into any sort of basic medieval fantasy type adventure with lots of OBSTACLES. See what happens.
POLEARM LIST (d100)
ALIGNMENT
To determine a player-character's alignment, give the player a bit of paper with the word "Proust" on it and ask them to pronounce it, before moving on to do the same with the next player. There are three alignments in P&P:
Alignments are in opposition but not necessarily direct, bloody conflict, although it's a lot of fun if they are.
If everyone already knows how to pronounce "Proust", roll 1d6 instead: 1-2 high elves; 3-4 Han Solo; 5-6 Probably Goblins.
I AM PROUST
(I imagine this in Vin Diesel's voice. You're welcome.)
Randomly and secretly pick one player to be the semi-autobiographical author insert for this session. At any point during the session that player can seize the narrative for one "moment"; a moment is loosely defined and could be a second or a year of in-game time. Be respectful; don't crap on another player's character or negate, overwrite, or otherwise undermine their choices. Otherwise Proust has total power in that moment and can redefine and remake the situation as they see fit.
No player can be Proust two sessions in a row; pick again if this happens. If the same player is Proust again, then no one is Proust this session. Je suis desole.
OBSTACLES
When player-characters encounter obstacles they can try to overcome them with either POLEARM TESTS or BISCUITS. They can also choose to be defeated by the obstacle, and go to find another way around. It's a role-playing game!
POLEARM TESTS
The moment a player declares they are trying to use their POLEARM to overcome an obstacle, compare the number of letters in the POLEARM (plus ADJECTIVE) with the number of letters in the obstacle's longest prior description. Only count letters (and numbers if something weird has happened), not spaces, dashes or anything funky.
The obstacle's description is locked the second the players declare they are trying to bypass it. A bit like the double-slit experiment, but this is a game about big pointy sticks and French authors not quantum mechanics. A "wooden door" cannot suddenly become a "sturdy wooden door".
If the POLEARM description is longer, the POLEARM wins; describe how the big pointy stick defeats the obstacle. Otherwise the obstacle wins and the player-character is defeated.
BISCUITS
The other way to overcome an obstacle in P&P is to spend (eat) a BISCUIT to trigger a flashback that illustrates how the player-character's contemplation and introspection shows them a way forward. Perhaps it was a lesson learned on a long-ago seaside holiday, almost forgotten but now remembered with vivid clarity. Perhaps it was just simple preparation but no, this is Proust, not Blades in the Dark. As long as it makes some sort of sense, it's good, but this is intended to be a funny game, so pushing the boundaries of "some sort of sense" is very much in the intended spirit.
BISCUITS always defeat obstacles.
A player-character that has run out of BISCUITS is either overcome by existential dread and exhaustion or is fulfilled because they have unlocked their memories and become their authentic self, depending on your interpretation of early twentieth century French literature and philosophy.
DEFEATS
I am inclined towards defeats being soft and temporary. Even if the obstacle is "one hundred angry wererats" I think a player defeat results in the player-characters being battered and bruised, fleeing, perhaps captured, perhaps left for dead, mostly dead but not all dead. I would be genuinely shocked if Proust isn't full of tragic deaths but haven't read any, etc, etc.
EXPERIENCE
For every adventure a player-character completes, they are awarded an extra BISCUIT the next time they play. I am amused by the idea of someone declaring that they are a "four-biscuit halberdier".
A player may trade a BISCUIT for a second POLEARM ADJECTIVE.
Right, that's it! Off you go! Play! Leave questions and comments in the, um, comments!
You will need:
- Pencils or pens.
- Paper - you could even use paper plates because you may need something to catch biscuit crumbs.
- 1d100, 1d20, and (maybe) 1d6.
- A packet of biscuits - these can be any sort of token, really, but with biscuits you can enjoy a nice sugary treat as you spend them! The author recommends Hob Nobs.
Each player should then pick a POLEARM ADJECTIVE and write it down; again, if they already know how the game works, then they should roll for it.
Each player should be issued at least one BISCUIT. One BISCUIT per two hours of planned play time seems fair.
(You can and should have more biscuits -- I'm not a fascist -- but I'm talking about BISCUITS as an in-game currency here.)
Each player -- and the GM -- should determine their ALIGNMENT; see, um, ALIGNMENT.
Each player should select a name for their polearm-wielder. Something gender-neutral or with a simple gender variant -- for example Alex/Alexandra/Alexander, or Justine/Justin -- works best, but this is just a bit of fun, intended to make it look like I'm more erudite than I am and that I've read Proust, which I haven't, so ignore it if you want.
One player should be designated as this session's PROUST; see I AM PROUST.
Now you can begin! Chuck the players into any sort of basic medieval fantasy type adventure with lots of OBSTACLES. See what happens.
POLEARM LIST (d100)
- 01-04. spear
- 05-08. lance
- 09-12. pike
- 13-16. spetum
- 17-20. ranseur
- 21-24. partisan
- 25-28. pole axe
- 29-32. halberd
- 33-46. bardiche
- 37-40. voulge
- 41-44. lochaber axe
- 45-48. fauchard
- 49-52. glaive
- 53-56. guisarme
- 57-60. bill hook
- 61-64. military fork
- 65-68. lucern hammer
- 69-72. bec de corbin
- 73-76. fauchard-fork
- 77-80. fauchard-guisarme
- 81-84. glaive-guisarme
- 85-88. guisarme-voulge
- 89-92. bill-guisarme
- 93-96. guandao
- 97-00. trident
- +1
- ancient
- bent
- broken
- cosmic
- enchanted
- fabulous
- fire
- glass
- holy
- ice
- intelligent (you may wish to give it an ALIGNMENT for fun)
- Krullian
- lightning
- oversized
- poison
- rubber
- stolen
- telescopic
- tiny
ALIGNMENT
To determine a player-character's alignment, give the player a bit of paper with the word "Proust" on it and ask them to pronounce it, before moving on to do the same with the next player. There are three alignments in P&P:
- As in "roost": lawful, righteous, arrogant, smug; basically high elves.
- As in "oust": wrong'uns and rogues, but charming;
my brotherHan Solo. - Anything else: chaotic and unpredictable; goblins, probably.
Alignments are in opposition but not necessarily direct, bloody conflict, although it's a lot of fun if they are.
If everyone already knows how to pronounce "Proust", roll 1d6 instead: 1-2 high elves; 3-4 Han Solo; 5-6 Probably Goblins.
I AM PROUST
(I imagine this in Vin Diesel's voice. You're welcome.)
Randomly and secretly pick one player to be the semi-autobiographical author insert for this session. At any point during the session that player can seize the narrative for one "moment"; a moment is loosely defined and could be a second or a year of in-game time. Be respectful; don't crap on another player's character or negate, overwrite, or otherwise undermine their choices. Otherwise Proust has total power in that moment and can redefine and remake the situation as they see fit.
No player can be Proust two sessions in a row; pick again if this happens. If the same player is Proust again, then no one is Proust this session. Je suis desole.
OBSTACLES
When player-characters encounter obstacles they can try to overcome them with either POLEARM TESTS or BISCUITS. They can also choose to be defeated by the obstacle, and go to find another way around. It's a role-playing game!
POLEARM TESTS
The moment a player declares they are trying to use their POLEARM to overcome an obstacle, compare the number of letters in the POLEARM (plus ADJECTIVE) with the number of letters in the obstacle's longest prior description. Only count letters (and numbers if something weird has happened), not spaces, dashes or anything funky.
The obstacle's description is locked the second the players declare they are trying to bypass it. A bit like the double-slit experiment, but this is a game about big pointy sticks and French authors not quantum mechanics. A "wooden door" cannot suddenly become a "sturdy wooden door".
If the POLEARM description is longer, the POLEARM wins; describe how the big pointy stick defeats the obstacle. Otherwise the obstacle wins and the player-character is defeated.
BISCUITS
The other way to overcome an obstacle in P&P is to spend (eat) a BISCUIT to trigger a flashback that illustrates how the player-character's contemplation and introspection shows them a way forward. Perhaps it was a lesson learned on a long-ago seaside holiday, almost forgotten but now remembered with vivid clarity. Perhaps it was just simple preparation but no, this is Proust, not Blades in the Dark. As long as it makes some sort of sense, it's good, but this is intended to be a funny game, so pushing the boundaries of "some sort of sense" is very much in the intended spirit.
BISCUITS always defeat obstacles.
A player-character that has run out of BISCUITS is either overcome by existential dread and exhaustion or is fulfilled because they have unlocked their memories and become their authentic self, depending on your interpretation of early twentieth century French literature and philosophy.
DEFEATS
I am inclined towards defeats being soft and temporary. Even if the obstacle is "one hundred angry wererats" I think a player defeat results in the player-characters being battered and bruised, fleeing, perhaps captured, perhaps left for dead, mostly dead but not all dead. I would be genuinely shocked if Proust isn't full of tragic deaths but haven't read any, etc, etc.
EXPERIENCE
For every adventure a player-character completes, they are awarded an extra BISCUIT the next time they play. I am amused by the idea of someone declaring that they are a "four-biscuit halberdier".
A player may trade a BISCUIT for a second POLEARM ADJECTIVE.
Right, that's it! Off you go! Play! Leave questions and comments in the, um, comments!
Labels:
Polearms,
Polearms & Proust,
Proust,
stuff you can use
Saturday, September 26, 2026
BRUTICUS ACHIEVED
So I was diagnosed with epilepsy yesterday. Yay.
In happier news I also got hold of Swindle, after a scary few days when I feared he had sold out. Here he is, not alongside his 2001 incarnation, because I've somehow lost him. Oh well.
I was a bit concerned about the vehicle mode as it looked a bit blocky and unrealistic in pictures, but it looks much better in person.
And here's the team, in all their nowhere-near-in-scale glory:
And at long last, their combined form... BRUTICUS.
The combination sequence is quite fiddly, and even after doing it I have no idea how Blast Off and Vortex "broke" in half to form the arms or how I'm supposed to reconnect them, but the end result is very impressive. And huge. I'm not sure where I'm going to put him now.
Again, there will be no comparison with his 2001 incarnation as he'd be missing a leg, but here's his 2001 head alongside his 2026 head, for fun.
In happier news I also got hold of Swindle, after a scary few days when I feared he had sold out. Here he is, not alongside his 2001 incarnation, because I've somehow lost him. Oh well.
I was a bit concerned about the vehicle mode as it looked a bit blocky and unrealistic in pictures, but it looks much better in person.
And here's the team, in all their nowhere-near-in-scale glory:
And at long last, their combined form... BRUTICUS.
The combination sequence is quite fiddly, and even after doing it I have no idea how Blast Off and Vortex "broke" in half to form the arms or how I'm supposed to reconnect them, but the end result is very impressive. And huge. I'm not sure where I'm going to put him now.
Again, there will be no comparison with his 2001 incarnation as he'd be missing a leg, but here's his 2001 head alongside his 2026 head, for fun.
Saturday, September 19, 2026
BRUTICUS THE FOURTH
I went to the Transformers shop in London yesterday.
In mostly unrelated news, it was my birthday on the 10th, and I got the new version of Onslaught, and the fourth part of Bruticus. Here he is with his 2001 version:
The original Onslaught was one of the first Transformers I owned as a boy; he may have even been the second, after Optimus Prime, so I've always had a fondness for him. There's a little bit of a wonky transformation with the arms, and I'm not fond of the "false" transformation of the gun turret -- there's a second, smaller turret hidden within Onslaught, while the trailer gets put aside to form Bruticus' torso and legs -- but overall he's a very handsome robot.
One more to go before Bruticus is complete!
In mostly unrelated news, it was my birthday on the 10th, and I got the new version of Onslaught, and the fourth part of Bruticus. Here he is with his 2001 version:
The original Onslaught was one of the first Transformers I owned as a boy; he may have even been the second, after Optimus Prime, so I've always had a fondness for him. There's a little bit of a wonky transformation with the arms, and I'm not fond of the "false" transformation of the gun turret -- there's a second, smaller turret hidden within Onslaught, while the trailer gets put aside to form Bruticus' torso and legs -- but overall he's a very handsome robot.
One more to go before Bruticus is complete!
Wednesday, September 16, 2026
Interview With a Vampire
I bumped into Kieron Gillen at Dragonmeet once but he looked busy so I didn't say hello.
Anyway, he's been running through his 101 favourite role-playing games and the most recent instalment has a story about a WFRP3 game in which the players did one of those silly facepalm things players do sometimes, and it reminded me of something that happened when I was running Horror on the Orient Express for Call of Cthulhu in 1998ish.
Spoilers for HotOE follow!
There is a vampire in the campaign, a horrible, withered thing called Fenalik. He is encountered early on but then stalks the investigators for much of the rest of the campaign, including boarding the Orient Express itself. At this point in the campaign Fenalik has lost all patience and confronts them on the train, but he is subject to some classic vampire weakness, such as not entering a home uninvited, and since the investigators' cabin counts as a home for this purpose, he cannot enter.
At first Fenalik is all charm and persuasion and tries to convince the player-characters to let him in, but they are having none of it. Once they realise that Fenalik is powerless to reach them they start getting a bit cocky, taunting the monster.
Fenalik is ancient and proud and wretched and does not take this at all well. He loses his temper and starts threatening the investigators with all sorts of horrible fates. Oh, the brutal, terrible things he will do to them while they live, and probably to their corpses too, once their living has concluded to his satisfaction. The players are finding this hilarious, of course, and continue goading him. They are also trapped in their cabin, but they're not thinking about that right now; they are too high on adrenaline.
The vampire is in a frenzy now, desperate and seething, and promises that he will tear them all into bloody, tiny, pieces.
One player, buzzing, says something along the lines of "Oh yeah? Just come in and try it."
There's a pause. A dreadful, heavy pause.
I wish I could say it was me being dramatic but it was more that I was working it out at roughly the same pace my players were.
A bit faster perhaps, as I could see their jaws dropping and their eyes going like saucers just as I started to describe the cabin door exploding into splinters and a furious vampire springing into the room...
As it happens only one character was killed in the fight that followed, but they were all a bit less overconfident after that.
Anyway, he's been running through his 101 favourite role-playing games and the most recent instalment has a story about a WFRP3 game in which the players did one of those silly facepalm things players do sometimes, and it reminded me of something that happened when I was running Horror on the Orient Express for Call of Cthulhu in 1998ish.
Spoilers for HotOE follow!
There is a vampire in the campaign, a horrible, withered thing called Fenalik. He is encountered early on but then stalks the investigators for much of the rest of the campaign, including boarding the Orient Express itself. At this point in the campaign Fenalik has lost all patience and confronts them on the train, but he is subject to some classic vampire weakness, such as not entering a home uninvited, and since the investigators' cabin counts as a home for this purpose, he cannot enter.
At first Fenalik is all charm and persuasion and tries to convince the player-characters to let him in, but they are having none of it. Once they realise that Fenalik is powerless to reach them they start getting a bit cocky, taunting the monster.
Fenalik is ancient and proud and wretched and does not take this at all well. He loses his temper and starts threatening the investigators with all sorts of horrible fates. Oh, the brutal, terrible things he will do to them while they live, and probably to their corpses too, once their living has concluded to his satisfaction. The players are finding this hilarious, of course, and continue goading him. They are also trapped in their cabin, but they're not thinking about that right now; they are too high on adrenaline.
The vampire is in a frenzy now, desperate and seething, and promises that he will tear them all into bloody, tiny, pieces.
One player, buzzing, says something along the lines of "Oh yeah? Just come in and try it."
There's a pause. A dreadful, heavy pause.
I wish I could say it was me being dramatic but it was more that I was working it out at roughly the same pace my players were.
A bit faster perhaps, as I could see their jaws dropping and their eyes going like saucers just as I started to describe the cabin door exploding into splinters and a furious vampire springing into the room...
As it happens only one character was killed in the fight that followed, but they were all a bit less overconfident after that.
Tuesday, September 08, 2026
The Egyptian (Danger) Zone
Stuart and I played my Danger Zone mission -- for Stargrave and similar skirmish wargames -- last week. Stuart's summary is here and I have nothing to add, but I did want to highlight the table a bit more.
We played at Dice Saloon and we arrived to a box of terrain pre-selected for us. It was a box of Ancient Egypt themed stuff, with a tinge of horror and was quite an impressive set so we decided to use it, making the assumption that this mission's planet was the home to a lost civilisation of Space Egyptians. Perhaps the Danger Zones were the result of ancient tech left behind by those ancient folk.
We also nabbed a box of cyberpunk terrain just to sci-fi the table up a bit. And now, pictures!
The table as a whole. The large hill towards the centre would see most of the combat, as we shall see. My favourite piece. There's a hint of trypophobia to it. (EDIT: I am told it's from Dark Fantastic Mills!) Fateweaver Duu'ey investigates some local architecture. The early stages of The Battle for the Hill™. These dog thing statues were cool, too. Later on in the The Battle for the Hill™, as it got a lot more messy. As far as I know, this stuff was all home-made, so thank you to the unknown builder for donating it to Dice Saloon for oiks like me to throw tiny men at it!
We played at Dice Saloon and we arrived to a box of terrain pre-selected for us. It was a box of Ancient Egypt themed stuff, with a tinge of horror and was quite an impressive set so we decided to use it, making the assumption that this mission's planet was the home to a lost civilisation of Space Egyptians. Perhaps the Danger Zones were the result of ancient tech left behind by those ancient folk.
We also nabbed a box of cyberpunk terrain just to sci-fi the table up a bit. And now, pictures!
The table as a whole. The large hill towards the centre would see most of the combat, as we shall see. My favourite piece. There's a hint of trypophobia to it. (EDIT: I am told it's from Dark Fantastic Mills!) Fateweaver Duu'ey investigates some local architecture. The early stages of The Battle for the Hill™. These dog thing statues were cool, too. Later on in the The Battle for the Hill™, as it got a lot more messy. As far as I know, this stuff was all home-made, so thank you to the unknown builder for donating it to Dice Saloon for oiks like me to throw tiny men at it!
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