Enjoying the Chaos of a Gigantic Bolt Action Game: Operation Sea Lion

Last weekend I took part in one of the most ambitious and entertaining wargames I have ever experienced. This game of massive Bolt Action was based on Operation Sea Lion, Hitler’s planned invasion of Britain. This took place at Outpost 6030 and was organised by the cunning, deplorable and very organised Jackson and John. It brought together somewhere between 22 and 26 players (I lost count of how many due to in-game shenanigans) for a day of glorious confusion, desperate heroics and unexpected betrayals.

Part of the battlefield looking towards the beach in the far distance

A Massive Battlefield

Firstly, the battlefield itself was a spectacle. A sprawling 12ft x 12ft table, arranged in an H-shape to allow players access, was packed with beautifully painted terrain. The board depicted a slice of rural England, complete with coastline, villages, rivers, bridges, roads, fields and woodland. Telephone boxes, signposts and even a suspicious-looking TARDIS added to the atmosphere. Every piece had been provided by the players, creating a stunning setting for the battle to unfold. I even managed to get my houses, hedges and fences to depict a corner of sunny England (soon to be occupied by a battery of French howitzers.

My corner of England

Game Set Up

For the game, I dusted off my British Royal Marine Commandos to help defend our green and pleasant land. My force included a couple of mobile assault squads led by the legendary Gus March-Phillipps (depicted by Henry Caville in the recent film Ministry of Ungentlemanly Warfare), supported by additional commando sections and a command unit complete with a piper to keep morale high. If you’re going to defend Britain, you may as well do it in style.

The Allied team was ably commanded by our authentic cap-wearing Commander Jono and consisted of an eclectic mix of British Expeditionary Force troops, French forces, Home Guard and of course my commandos. We had plenty of artillery, lots of early-war infantry and precious little armour. We also had a cricket team, ready to knock Jerry for six, literally.

What made the scenario particularly interesting/confusing was that both the Allied and Axis teams were issued secret objectives. Nobody knew exactly what the other players were trying to achieve. Certain locations, landmarks and VIPs carried hidden importance, meaning that every move and every deployment could be part of a larger plan.

The Allies deployed first, spreading our forces across the battlefield. My Commandos took up position near a river and road network, ready to act as a rapid-response force. With rumours of German paratroopers and glider-borne troops potentially appearing anywhere, flexibility seemed the wisest course of action.

Then the first order dice was drawn and the madness began.

Save the King!

One Massive Bolt Action Battle

Objectives included bunkers, churches, schools, stately homes and a bewildering assortment of VIPs. Winston Churchill appeared in multiple locations, very much channeling the Eagle has Landed. The King was present. Thomas Shelby of Peaky Blinders fame was somehow involved. There was so much happening that I spent the first couple of activations feeling completely overwhelmed. My Commandos sat on ambush, waiting for the inevitable airborne assault while I tried to make sense of events unfolding around me.

Eventually I settled into the game, only to discover that understanding the situation was apparently against the scenario rules.

New factions kept appearing with their own agendas. American forces arrived and immediately started shooting at my troops. An Allied partisan force suddenly revealed itself as German paratroopers straight out of The Eagle Has Landed and made off with Churchill from under my nose. Hidden German troops concealed inside a stately home opened fire, devastating nearby Allied units and wiping out a section of my brave commandos.

Outrageously, the King himself was captured by the Italians. My Commandos rushed to the rescue, driving off his captors and preventing his abduction. It was a suitably heroic moment. Unfortunately, before we I could celebrate, IRA partisans emerged from nowhere and gunned him down. So much for that plan.

Elsewhere, Gus March-Phillipps and his assault team launched a daring attack against an American half-track, nearly destroying it before being cut down by supporting fire. It was a fittingly bold end for the Commandos, who spent much of the game charging towards trouble wherever it appeared.

Gus March -Phillips last stand

The Bigger Picture

The remarkable thing was that all of the above happened within my relatively small section of the battlefield.

To my right, German forces were attempting a major beach assault. To my left, gliders and paratroopers were descending into Allied lines. Across the table, allegiance flexible partisan forces and the Americans were pursuing their own mysterious objectives. During the game I had almost no idea what was happening beyond my immediate area of operations. It was only afterwards, when players compared stories, that the full scale of the chaos became apparent.

By the end of the day, the results were dramatic. The King was dead. His brother Edward had been captured by the Americans, only to be blown up by the French. The Germans had been held on the beaches but had achieved enough of their secret objectives elsewhere to secure a convincing Axis victory.

For my part, I was betrayed by supposed allies on three separate occasions. And I loved every minute of it.

Emergent Story

If you’ve been following this blog for a while you’ll know that I love the concept of emergent play. This game really embraced the concept and ratcheted it up to 11. As mentioned above, secret objectives, multiple factions and of course the huge number of players meant that lots of stories unfolded on the table. I don’t believe that the organisers Jackson and John, quite knew how things were going to land. The stories evolved on their own. The battle for the King, dogfights overhead, desperate clashes on the beach. It felt like a hundred cinematic stories played out over the course of the day.

Final Thoughts on Massive Bolt Action

The Commandos acquitted themselves well, even if they ultimately failed to save the King. More importantly, every player embraced the spirit of the event. Nobody took things too seriously, everyone leaned into the narrative, and the result was a game full of memorable stories that will be talked about long after the final dice were packed away.

I’ve played a lot of wargames over the years, but I’ve never experienced anything quite like this. Though it did remind me of some of my multiplayer Space Weirdos games, albeit at a much grander scale. It felt less like a traditional tabletop battle and more like being dropped into an alternate-history war movie where nobody had been given the full script.

A huge thanks to the two organisers, Jackson and John, an amazing effort that resulted in a very fun and chaotic day!

Apparently next year’s big game is set to be Operation Crusader.

I’d better start shopping for some desert tanks.

Discovering the Hidden Joy of One-Page RPGs

Roleplaying games come in all shapes and sizes. Some arrive in beautifully bound rulebooks hundreds of pages thick, complete with detailed character creation systems, extensive equipment lists, and years of accumulated lore. I love those games. But sometimes, the funnest adventures fit on a single sheet of paper. One-page RPGs occupy a special place in my gaming heart. They are unapologetically focused, delightfully weird, and incredibly accessible. In a hobby that can sometimes feel intimidating to newcomers, a one-page RPG keeps it simple: “Here’s the premise. Grab some dice. Let’s play.”

Theme Heavy, Rules Lite

The magic of a one-page RPG isn’t found in complex mechanics. It’s found in commitment to a theme. A good one-page RPG takes a single idea and runs with it at full speed. The handful of rules exist purely to support that concept. There is no attempt to simulate every possible situation. Instead, each game asks a simple question:

“What if we spent the next few hours fully embracing this particular fantasy?”

That focus creates something remarkable. Players aren’t spending the first hour learning rules or optimising character builds. They’re immediately stepping into the tone and spirit of the game. The result is often a session that feels more like an improv comedy show, a favourite movie, or a particularly chaotic stage play than a traditional campaign.

Perfect for a Single Evening

Where I think One-page RPGs really shine is as one-shots. Most can be taught in less than minutes and completed in a three to four-hour session. That makes them ideal for game nights when the full Dungeons & Dragons campaign isn’t happening, when new players are joining the table, or when you simply want to try something different.

There’s also a peculiar freedom that comes from knowing the story begins and ends in a single sitting. Players are more willing to take risks. They make bigger choices. They embrace ridiculous plans. Nobody is worried about preserving a carefully crafted character for the next two years of campaign play.

If the plan fails spectacularly, then that’s a great way to finish.

Nice Marines

One of my favourites is Nice Marines. I ran this back at MartyCon 2026 with ten minutes prep and we had a blast.

The premise is wonderfully simple. You’re genetically engineered super-soldiers in enormous power armour, capable of crushing enemies and surviving impossible odds.

Your mission? Diplomacy. Helping a planets government after the war. The contrast between the imperial murder machines and the non combat scenario became a great source of comedy.

Want to play regency era? Virtues and Scandals might be for you.

Virtues and Scandals

Then there’s Virtues and Scandals, which I would like to run for my current gaming group. This throws the players into a Bridgerton-esque Regency-era romance drama. Think grand balls, whispered rumours, unsuitable romances, ambitious social climbing, and enough scandal to keep society talking for months.

Here success isn’t measured by defeating monsters or collecting treasure. It’s measured by reputation, romance, influence, and whether your latest social disaster can somehow be turned into an advantage.

The stakes are completely different, yet somehow feel just as important. And for a group that enjoys the rough and tumble of combat it will make for a fun change of pace. I might even buy some cheap fans for the players to hide behind during the game.

This One Time at Bard Camp

If Virtues and Scandals is Regency drama, This One Time at Bard Camp is pure college comedy. Players take on the roles of aspiring bards attending a summer academy dedicated to music, performance, and probably causing trouble.

The game embraces all the classic teen movie tropes: rivalries, friendships, crushes, embarrassing mistakes, talent competitions, and authority figures who are somehow always one step behind the chaos.

I think this would be great fun for my group to get let loose on.

A Perfect Fit for the Workplace

One of the biggest challenges when introducing roleplaying games to a professional audience is overcoming the learning curve. Participants may only have an hour or two available, and few want to spend half that time reading rules.

That’s where one-page RPGs excel.

Explaining the rules takes minutes, allowing groups to spend the majority of their session actually playing, communicating, and solving problems together. The simplicity removes barriers and helps participants focus on the experience rather than the mechanics.

The strong themes also make it easier for people to engage quickly. Most people immediately understand the social dynamics of a Regency romance, or the chaos of a summer camp comedy. Familiar tropes give players permission to jump straight into roleplaying without worrying about getting the setting “wrong.”

For workplace conferences, training sessions, and leadership development programs, this makes one-page RPGs an ideal tool. In a single 90-minute session, participants can practise communication, teamwork, creativity, adaptability, and problem-solving while sharing plenty of laughs along the way.

In many ways, one-page RPGs demonstrate one of the greatest strengths of roleplaying games as a learning tool: meaningful experiences don’t require complex systems. Sometimes a simple premise, a clear theme, and a group of willing participants are all that’s needed to create genuine engagement and lasting memories.

Why They Matter

One-page RPGs remind us of something important about our hobby. The rules are not the point. Rather, we should be focusing on is gathering around a table with friends and collectively creating fun, memorable stories.

A one-page RPG strips away almost everything except imagination and theme. What’s left is often pure roleplaying joy. They’re easy to learn, easy to run (usually), and easy to share. As such they allow us to explore worlds and genres that would never justify a year-long campaign but make for an unforgettable evening.

Most importantly, they remind us that roleplaying games don’t need to be complicated to be memorable. Sometimes all you need is a single page, a handful of dice, and a group of players willing to embrace the premise completely.

Jump onto google. Search one-page RPGs, and find one that has a theme that appeals to you. After a quick read you can have it at the table in 15 minutes. I think you’ll enjoy the results.

Building a Realm One Session at a Time: My Fortnightly Mythic Bastionland Game

Every fortnight my gaming group gathers to play Mythic Bastionland by the talented Chris McDowall, a game about wandering knights defending their realm from strange myths and ancient dangers.

If you imagine the sweeping, generational storytelling of Pendragon, but loosen the strict expectations of chivalric codes, you are somewhere close to the spirit of the game. The knights of Bastionland are not bound to an exact interpretation of honour. Instead, they roam the realm keeping to their oaths: Seek the Myths, Honour the Seers, Protect the Realm. In doing so they confront mysterious forces that threaten the realm, shaping its fate through their deeds.

And it has been an absolute blast to run.

The Knights of the Realm

Our current band of defenders is a wonderfully strange mix of personalities and mythic archetypes:

  • Ser Steele, the Cosmic Knight, who has a fascination with the stars and enormous ambition.
  • Lady Faun, the Snare Knight, at one with nature, preferring the wilds to the slowly burgeoning civilisation.
  • Ser Aegen, the Salt Knight, hardened by sea winds and coastal hardships.
  • Ser Whynn, the Iron Knight, steadfast, laughs in the face of danger with a mead in hand.
  • Ser Perceval, the Temple Knight, devoted to sacred duty and the protection/creation of holy places.

Together they wander the realm confronting the myths that threaten the fragile stability of civilisation.

Creating characters is easy, 1D12 +1D6 for three virtues Vigour, Clarity and Spirit, roll or choose a knight and you’re off.

The Realm of Caer Senara

Creating the Realm of Caer Senara

As the games master, one of the joys of Mythic Bastionland is how easily it helps you create a living world. Rather than meticulously designing everything in advance, I generated most of the setting using the book’s random tables.

The result was the realm of Caer Senara, centred around Stillharbour, the coastal port and Seat of Power. Around it lie several holdings:

  • Mistfields – a valley of lakes and vineyards, ruled by a drunken lord with a sinister senechal pulling strings in the background
  • Faecairn – Watchtower where the boundary to the fey is thinner
  • Silvergard – Home of the Praetorians and taciturn and well trained military force
  • Brightbridge – Foodbowl of the realm with seas of wheat and hotbed of rebellion

To give the realm immediate tension, I also generated four myths lurking within its borders, along with a number of strange landmarks including the Sea Kings throne, a ruined monastery and a deranged alchemist. What emerged surprised me. The random tables didn’t create chaos. Instead they produced something that felt layered, mysterious, and alive.

The bones of the world came together over a couple of afternoons. However, the real magic began once the dice started rolling.

When the Realm Comes Alive

Over the first ten sessions, the knights have already shaped the fate of Caer Senara in dramatic ways.

  • The company won a grand tourney against knights forged from clockwork
  • A tidal wave once threatened to devastate the realm, forming in the mountains instead of the sea.
  • A giant boar roamed the countryside, leaving destruction in its wake.
  • Political tensions simmered among the noble houses resulting in a rebellion erupting within the realm itself.

None of these stories felt forced. They grew naturally out of the myths, locations, and the decisions of the knights. I feel that I am discovering the plot at the same time as the players.

The artwork in Mythic Bastionland is thematic, intriguing and beautiful.

Entering the Second Age

Now, after ten sessions, the campaign has reached an important milestone.

We are entering the Second Age of the realm.

Time moves forward in Mythic Bastionland, and the passage of years is part of the story. The knights themselves are growing older, as they do their stats initially improve, but as they enter old age they begin to decline. Marriages have been arranged and the key holdings are now run by the players. Successors have been appointed. The political landscape has completely shifted.

New challenges loom on the horizon. This movement of time gives the campaign an epic quality. It feels like a chronicle of a realm slowly changing across generations.

A Breath of Fresh Air

Another reason I enjoy this game so much is its simplicity.

Running a campaign that isn’t Dungeons & Dragons has been surprisingly refreshing. The rules are lighter, record keeping is minimal, and the style of play is very different. Players rely more on their wits than an array of powerful abilities.

Less bookkeeping means more time for story, strange myths, and the unpredictable decisions of wandering knights.

Sharing the Realm

I’ll be making my original scrappy realm notes for Caer Senara available for anyone who is interested. You might use them as the starting point for your own campaign, or simply as an example of what a randomly generated realm can look like. Either way, they show how a few tables, a handful of myths, and a group of players can quickly grow into a living world.

And who knows. Perhaps your knights will one day ride through the misty fields of Caer Senara as well.