LA Noir

Another from the 2011 Guardian set, to reflect Rockstar’s stylish noir thriller, we wanted a sophisticated, smooth drink with a classic feel, and an edge of darkness about it. Truth, Lie, Stout – based around the three responses that lead character Cole Phelps can make during interrogation sequences – is the result.


  • 25ml Vodka
  • 25ml Kahlua
  • 175ml Guinness
  • Tumbler Glass


This is one of the simplest to bring together, start with the kahlua and vodka then top up with Guiness, gently stir and serve.

The Game

L.A. Noire is a violent crime thriller that blends breathtaking action with true detective work to deliver an unprecedented interactive experience. Search for clues, chase down suspects and interrogate witnesses as you struggle to find the truth in a city where everyone has something to hide.


Drinks In Games: Views for Tinnies

I’d like to start off by thanking any of you lovely locals that joined me on a virtual bar crawl. I want to carry on our celebration of drinks in games with another favourite hobby of mine: sitting in a field with a bag of cans and taking in the scenery. It’s a right of passage during summer to head to a nearby park and knock back a few lagers with your friends. Unfortunately, there’s a global pandemic on and people are having to cut down on the pilsner picnics this year.

Allow me to fill that void once again, grab your bag of cans and come with me as we galavant across luscious locations in games. From barren deserts to coastal caverns, these are environments you’d enjoy whilst cracking open a cold one…

Ghost of Tsushima

A Stroll with Sake

Having just played through this gem it’s safe to say I’m a big fan. I was very close to putting Sekiro on this list, both games have an incredible usage of sake and interesting characters to share a drink with. When it comes to the locations, however, I think Ghost has the advantage. In Ghost, you go steel to steel in intense stand-offs underneath waterfalls and in golden fields of flowers. In Sekiro you fight giant apes that fling excrement at you.

Ghost has a photo mode so incredibly detailed it could put Roger Deakins out of a job. That’s important because the world you find yourself in deserves something better than disposable Kodak. When it comes to picking a drinking location I actually thought about the story of the game. I was thinking about some of the beautiful shrines that take you to all corners of the map by scaling treacherous terrain. Worthy spots to quench your thirst but drinking in this game should be reserved for something special.

Sake is a traditional Japanese drink that is made from rice wine, originally served after a victorious battle. Nowadays, it’s mostly enjoyed after large meals and successful business meetings. My suggestion is that Jin Sakai, the Ghost, should travel with a gourd full of sake ready to commemorate any ‘business’ he takes care of with his katana. It goes without saying that Buckfast is the perfect tinnie* for these occasions, nothing says traditional Japanese rice wine like Buckfast. After duels, big battles and reclaiming villages throughout the isle of Tsushima – Buckfast. 

A few generous swigs then back on your loyal horse, riding off into the sunset before another day of fighting two equally terrifying threats: a Mogalian empire and a rough hangover.

*NB: Buckfast counts as a ‘tinnie’ – anything you can buy from an off-license is available for grabs on this trek. Also, Buckfast once released a tinned variety in Dublin so suck on that sack of wet eggs.

Legend of Zelda: Breath of the Wild

Hyrule Heights

Breath of the Wild is absolutely stunning, I don’t need to tell you that because every reviewer worldwide did the job three years ago. There are so many awe-inspiring areas dotted around Hyrule that I struggled to narrow it down to one entry. You’ve got the fields, the rocky peaks of Eldin valley, the majestically named Tabantha Tundra and even Gerudo Town where you get a side quest to make the perfect pint. All great suggestions but then it quite literally dawned on me…

The hill from the opening. Imagine you’ve just woken up after a 100-year nap, you step outside your cosy little cave and see the sun rising over the kingdom of Hyrule. Pass me the elven equivalent of a Guinness and let’s start the day correctly. If you can ignore the ever-looming threat of Ganon and his darkness surrounding the castle, the view is absolutely breathtaking. Forget the fact a whole kingdom’s fate rests on your shoulders and get a little buzz on – you’ve been asleep for 100 years, a few more hours won’t hurt anyone.

Death Stranding

Monsters With The Boys

Similar to Breath of the Wild, Death Stranding puts the player in the shoes of a lonesome protagonist tasked with a duty well above their pay grade. Sam rambles around the huge map delivering a number of packages to clients all over, he’s a glorified Royal Mail employee that deserves a break. Given the size of the cargo Sam carries on his back, he’s working up a sweat out there and what better way is there to rejuvenate those valuable electrolytes? 


This product is firmly placed within Kojima’s post-apocalyptic Mars-like environment, the righteous symbol of American culture will live on where other brands fall and wither. After a long journey across the landscape, Sam could climb to the nearest mountain top and take it all in for once – this time his only luggage is a four-pack of MONSTER ENERGY and a bottle of Glen’s Vodka (other forms of paint stripper are available). On the surface, Sam just appears to be a MONSTER ENERGY influencer that’s loyal to the brand, when in reality he’s mixing vodka into the tins and getting battered.

You’ve seen how he can stumble all over the place and now you know why. Sam Bridges is constantly half-cut and developing an addiction to MONSTER ENERGY. The giveaway being whenever he urinates it creates a small mushroom on the floor, slightly alarming from a health perspective but could possibly get him into The Avengers.

BioShock Infinite

Cloudy Beer

I thought about going under the sea for the Bioshock mention in this list but you can’t really enjoy the scenery down there without getting seawater in your drink and subliminal messages in your head. You are much better off in the ‘haven’ of Columbia. One quick ride on a steampunk silo and you arrive in a city above the clouds.

Take a walk around the place and you’ll see barbershop quartets, zeppelins and a fairground to mosey around whilst you look for a corner shop. The issue with buying booze in Columbia is that the majority of consumable bottled liquids will set the user on fire, electrocute them or give them control over a bloodthirsty murder of crows. However, if I had to choose a drink for a 19th-century sanctuary in the sky then it would probably be something quintessentially light with undertones of industrialism, like Stella.

Have you been to a rooftop bar in London before? They charge you extortionate amounts because they’ve put some seats on a small terrace and chucked a few fairy lights around the gaff. You pay £7+ for a pint and double figures for a cocktail, get your Instagram picture of the view and pretend you’ve had an experience worth telling everyone about. If you were drinking in Columbia you would have the best view in the world without breaking the bank.

Just don’t get too wasted, we wouldn’t want you to stumble through dimensions chasing after a girl and creating a plot that’s an all-round ballache to follow now, would we? 

The Elder Scrolls V: Skyrim

Mountain Mead

Though a short stay in a tavern may seem enticing, I would much prefer to awkwardly walk my way up the side of a mountain and embrace what the land of Tamriel has to offer. Before departing you’d need to visit a local shop and barter for your tinnie. By ‘barter’ I mean place a bucket on the shop owner’s head and steal yourself a drink of your choice.

For this entry I thought to myself: what modern beverage could resemble the taste of mead? The answer to that question is a warm can of Boddington’s with a cigarette floating on top. It won’t be nice, but it will be authentic. Picture this, you’re on a mountaintop and you’ve just slain a dragon, whilst gathering up the bones you knock back a Boddy and exhale a dragon shout that reeks of tobacco.

You can look over the local villages like a proud hawk, perch over the edge of a waterfall and take it all in. After a few drinks, you could reach into your seemingly endless backpack and pull out an array of locally sourced meat, bread and crabs. Life as a Dragonborn is a pretty cushty deal.

Nier: Automata

Philosophy Pints

Nier: Automata is an incredible game, well it’s actually more like three incredible games wrapped into one edgy package. If you haven’t played a Nier game before, they entwine great combat with a world that will make you question your own moral compass. In Automata, you initially play as an android created by humans made to destroy machines. It goes without saying, the story can be hard to follow and that’s where the booze comes in…

Everything in this game involves doses of religious and philosophical babble. The ‘antagonists’ are called ‘Adam’ and ‘Eve’. The lead character goes by ‘2B’ which sounds like a rapper with a Shakespeare fettish. Even the giant robots that dominate postcodes are called things like ‘Marx’ and ‘Engels’. It’s all a bit much. I would honestly need a few tinnies to get through each day of fighting these mechanical metaphors. 

There’s one location that comes to mind as the perfect place to blow off all that steam you’ve built-up. A theme park! Imagine getting leathered and taking a spin on roller coasters operated by cute singing robots. It’s Disneyland. Cracking open a few Special Brew whilst listening to marching bands, singing songs and balloons. It’s Disneyland. After all that fun you can travel a few miles to an outbound orgy – all robots of course but it’s good to know they get to have fun too.

You’d have to be one of the human settlers in order to go on this fabricated night out I’ve proposed because if you were an android, consuming alcohol and trying to hump your way into the night wouldn’t end well for your circuitry. Would make for one hell of an alternative ending though… 

Once again I didn’t want to be the only contributor to this boozy adventure, so I took to Twitter to ask other virtual drinkers


Palebloody Mary

Suggested by @PeskySplinter and @hog_mild

Not for the fainthearted this one. Do you like gothic steampunk settings? Do you like dimly lit dungeons and castles that would make Luigi sprint away with his Poltergust between his legs? Do you like the Souls series and often tell people about how much you like the Soul series? Same. Bloodborne is great. 

The views are mind-blowing, Miyazaki’s team somehow turns all the horror into a painting that you can wander through aimlessly. That’s only if you can somehow slay the bloodthirsty creatures that parade the streets in the cover of darkness. Let’s say that you’ve made it to a clearing after cleaving through a few werewolves, you’d want a drink to mark the occasion… 

The local tipple in the surrounding area is blood. Hunters inject it into themselves in order to stay perky. I can’t imagine it’s the nicest thing to drink and there’s always a chance you could end up like Father Gascoigne – a priest who got too addicted to the stuff and became the beast he would once hunt. I think a substitute is due and the closest thing to actual blood must be a Bloody Mary. You can get the tinned variation in certain highstreet retailers and they are pretty good hangover cures when you’re on the go. 

Here in Yarnham, you slay beasts, light lamps and drink a Bloody Mary or two. There’s brunch every other Sunday.

The Witness

Calming Cans

Suggested by @WezArthur

Compared to the rest of the entries on this list, The Witness is a quiet break from all the chaos. Over 300 puzzles await you on a deserted island, nothing but you and a few acres of cryptic conundrums. Wade through the calming waters, galavant around the tree-covered hills, explore the coves. All this whilst solving mysteries – it’s all very therapeutic.

So what drink would you incorporate to complete this Sunday afternoon special? A vodka cranberry of course. I’m sure you have seen this cultural reset but just to be sure, a user posted [this video] to TikTok of him skating down a road whilst drinking Cranberry juice. He’s listening to Fleetwood Mac and clearly doesn’t have a care in the world, that’s the exact vibe I’m trying to recreate here on the island.

My only fear is that I’m probably not smart enough to solve the puzzles, meaning I could never leave the island. What started as a beautiful, relaxing experience has quickly turned into a nightmare Cast Away situation. At least it’s one of the better Tom Hanks films.

Last Call

That’s about it for another Drinks In Games list! In terms of honourable mentions, a few people asked for Minecraft. That makes sense, being able to create your own world to drink in is pretty cool but also endless to write about and I honestly couldn’t be bothered.

Thank you for coming on this lovely stroll with me, I hope you make it back home safe! If you want to talk about booze in games then you can find me on Twitter

Until next time, cheers!


Dungeon Masterclass Part 3

When I was a young and inexperienced Dungeon Master, I once ran the criminally underappreciated Night of the Walking Dead. In that adventure, there’s an insane NPC who is supposed to follow the party around, occasionally spouting jumbled up sentences, which serve as a clue to the unfolding plot. Unfortunately, when my players first met him, they assumed he was attempting to cast some sort of dark ritual and instantly killed him.

I couldn’t use any of the other NPCs, because they all had their own part to play, and I couldn’t just make a new one up, as I’d already established certain other plot elements that meant this guy had to be the one. So I was forced to repeatedly bring him back as a ghost to ramble at the players in order to keep the story on track. It was clunky, and while the guys who played it with me now remember it with comedic fondness, as an inexperienced DM I was basically shitting my pants the entire time. Ultimately, it was a stressful experience for me.

It’s likely that your first adventures as a DM will be published ones. The fantastic Starter Set, which comes packaged with The Lost Mines of Phandelver, is a great introduction to 5th edition D&D. However, you’re eventually going to see the limitations posed by them, much like I did. You’ll soon realise that the obvious solution to your players killing key NPCs is for you to have total power to decide who is and who is not a key NPC, at a moment’s notice. It’s at this point that you’re going to try and create a homebrew adventure.

A what?

So, before we kick this off, I feel it’s important to say that every DM will have their own idea of what makes a successful adventure. My way of thinking is certainly not universal, but it will hopefully give you the tools to forge your own path.

There are a number of elements of an adventure that I won’t be covering in this guide. In fact, it’s fair to say that everything about D&D can, in some way, be tied to adventure design. Dungeons, stat blocks, loot distribution, religious pantheons. The list could go on forever. And while these are all important elements of the big, cheesy pizza that is D&D, they’re also very large subjects that would require an entire article of their own. For this reason, I’ll be focusing on what I feel are the two most important elements of creating a compelling RPG narrative.

The main ingredients

There are, in my opinion, two things that are key to creating a successful homebrew setting – locations and NPCs.

Location, location, location

Locations and the flavour text that comes with them are extremely important. At the end of the day, if we aren’t trying to suspend our players’ disbelief and fully immerse them in our world, then we might as well just play Monopoly or something. It can be extremely difficult to come up with compelling descriptions of locations on the fly, and they’re never quite as good as the ones you write up in advance, so every room/area in my homebrew comes with a little bit of descriptive flair.

This doesn’t have to be a wall of text, in fact, a sentence or two is preferable. After all, brevity is the soul of wit and the imagination of your players will fill in the gaps if you allow it to. So stick to short, simple explanations and always remember that you’re describing what they can sense. Touch, smell, sound and sight are what you need to consider. Something like the following is more than adequate.

The interior of the mausoleum is cramped and dark, its slick stones drip with dank water and the smell of rot and mildew permeates the air.

In just 26 words, we’ve given our players an absolute treasure trove of information. They know there’s no light source and that space is limited – both important tactical considerations should a fight break out. There’s water in the mausoleum. Is it coming from outside, or is there some internal source that’s causing it? There’s a scent of rot in here. Is it from the buried bodies inside, or something else?

These are the kinds of questions that your players will be asking themselves and, if they’re decent dungeoneers, they’ll probably ask you as well. Such questions will lead to dice rolls – nature checks for the kind of rot they can smell, history checks to discover who might be buried here etc. Rolls lead to roleplaying opportunities, which ultimately creates a compelling and involved narrative.

You can even take this process and apply it to those aforementioned rolls. Perhaps you’d like to have a pre-written line about the history of the mausoleum and the family buried within, or a particularly gross bit of fluff about ‘rotting meat’, hinting at the undead horrors awaiting our heroes further down the path. This is by no means crucial, but every bit of descriptive text you prepare is another opportunity to draw your players deeper into the world. Ultimately, by giving them info to work with, we craft opportunities for the game to transcend its mechanical nature and become an altogether more intellectually involved experience.

Making friends

NPCs are the bread and butter of a world that feels real. If flavour text gives us the opportunity to anchor our players to the physicality of our world, then NPCs are an opportunity to make them emotionally connect with it.

I recently ran an adventure in my own grimdark horror setting where the players were tasked with tracking down a shaman. This guy was using some bad juju to create a hallucinogenic drug, which he was then distributing throughout the city. When the players finally caught up with him, he pointed out that what he was doing actually helped ease people’s tensions, and that the line between recreational drugs and antidepressants was a very fine one.

The players ended up agreeing with him, and instead of the spell-slinging, epic final battle that I’d planned for, they wound up recruiting him into their organisation as an ally. This bit of unexpected narrative awesomeness happened because I wrote down four sentences about the shaman before running the adventure. You can call these sentences whatever you like, but the Player’s Handbook likes to roll with ‘personality, ideal, bond and flaw’.

Let’s create an NPC

Meet Dunmir Forkbeard – Dwarf – Male – Master of the Thieves’ Guild
  • Personality: Jovial, polite, but has no time for fools.
  • Ideal: Nobody should be entitled to more wealth than they can spend.
  • Bond: A threat to any member of my guild is a threat to me.
  • Flaw: Quick to temper at any perceived accusation of immorality.

As you can see, by noting down a handful of attitudes, we’ve created a nuanced character who you can roleplay on the fly. Pretty much any question, statement, or request can generally be covered by making a note of these four characteristics.

For example, we know that Dunmir is, at least on the surface, a pretty nice guy. He’s polite, and will likely offer the players a seat and a drink, asking what he can do to be of service. Perhaps the party’s lawful-good paladin will show scorn towards the den of thieves that Dunmir manages, to which Dunmir will likely react poorly, given his somewhat quick temper. Maybe the master thief will engage the party in a bit of politically-charged philosophical debate, expressing his somewhat left-of-centre ideas about the redistribution of wealth, perhaps leading the players to offer their own views and develop their characters further.

You don’t need to think long and hard about every NPC in your homebrew. In this example, Dunmir is an important character in our unfolding narrative. The local blacksmith, however,  doesn’t require an extensively developed backstory with an arsenal of insecurities and secret motivations. He’s just there to sell swords and armour. But there will be certain key individuals that your players could have deep conversations with and those guys are what will ultimately breathe life into your world.

The reason I’ve focused on these two elements of the huge ensemble that makes up a successful homebrew is because they are the ones that will give your players the opportunity to be a part of your world. Drawing out a dungeon map, making a note of your monster’s stats, and deciding what treasure to hand out is all very important, but they’re ultimately mechanical concerns. Having an organic world, full of places and people that feel natural, is what’s going to turn your game of D&D into the kind of epic campaign that you hear about in the war stories of veteran players.


Dungeon Masterclass Part 2

When aspiring dungeon masters come to me for advice, they often end up telling me a variation of the following story.

“My players are enjoying my campaign, and they really like the plot and characters I’ve created. But every time they get into a fight, it really breaks the flow of play and ends up being drawn-out and boring.”

This is something that, as Dungeon Masters, we all experience at some point. Particularly at lower levels, the options for enemy combatants are often limited to gangs of goblins, kobolds, or some other generic, low-level antagonist. The solution I hear from most DMs is something along the lines of ‘run less combat encounters’. Respectfully, that’s a bullshit response. It would be nice if Dungeons & Dragons, the game that almost everyone is introduced to the hobby via, was a great balance of role-playing and fighting, but it just isn’t. While there are many great RPGs out there, such as ‘Call of Cthulhu’ or ‘Vampire: the Masquerade’, which are entirely about storytelling and atmosphere, D&D is not one of them. Few other systems have such a huge number of rules governing combat. Put simply, D&D is a combat-oriented game and most sessions will involve at least a couple of scraps.

The issue lies, not with the number or frequency of fights in your session, but with the way they are often perceived by both players and DMs. When a fight breaks out, we transition from a free-flowing, narrative-driven, verbal style of play, to a turn-based, mechanics-driven, rigid style of play. It’s jarring, kinda like those old Final Fantasy style JRPGs, where the overworld map fades away and we’re presented with a battle screen.

But here’s the thing, the fact that you’ve cleared all the crap off the table so you can stretch out your map and ready your minis, doesn’t mean you have to abandon the narrative elements that were present a moment ago. With a miniscule amount of prep, you can give a fight a sense of character and narrative charm that will leave your players feeling entertained and, with a little luck, like absolute badasses. So, with that in mind, let’s build a combat encounter together.

Your money or your life?

Here’s a classic 1st level D&D encounter. The players are travelling through the city streets at night when they find themselves in a dangerous part of town. They’re set upon by a small gang of bandits who aren’t interested in negotiation. Their demands are simple. “Hand over all of your money and equipment, or die.” The players don’t fancy being naked, and the bandits won’t listen to reason, so a fight breaks out.

As it stands, this is an incredibly boring fight. Four identical enemies, all just waiting to be chipped down to zero hit points. But here’s the thing, with about two minutes of preparation, this dull, mechanical experience can become a story in itself. The key to all of this is right there on the stat block.

In fifth edition Dungeons & Dragons, every monster and NPC has a dice value next to its hit points. I very rarely see DMs using these, which is a shame, because they can inspire you to create cool characters on the fly. Let’s roll some dice!

For each bandit I rolled 2D8 and added 2. They now all have different amounts of HP and we can begin to imagine how that might influence, not only their strategic attitudes, but also their personalities. It doesn’t make much sense to me that a group of guys with such varied thresholds for punishment would all have the same physical attributes, so let’s switch them around a bit.

I’ve decided that our weakling is going to be the gang’s resident sneaky guy and that beefcake will be the gang’s brutish leader. Weakling’s DEX goes up by two so I offset it by nerfing his STR by the same amount. I want beefcake to be able to handle more than his underlings, so I simply buff up his STR. We can already see characters forming here. There’s no way two guys with such differing attributes would be identically armed, so let’s play with their equipment.

Our weakling now has a couple of tricks up his sleeve. I’ve given him two daggers, making him capable of dealing a significant amount of damage, providing he can get into position without taking any himself. His slightly higher DEX has also increased his AC to 13, giving him a fighting chance. As for the beefcake, his AC has also been boosted by an upgrade to studded leather armour. Furthermore, we’ve given him a warhammer, slightly increasing his damage-dealing potential. He’ll now provide a challenge for the party’s most heavily armoured member, who’ll need to protect any squishy casters from him.

Now let’s turn our attention to Average Joe and Jim. While it would be perfectly fine to leave them as they are (after all, they’ve barely changed as it is), we’d be missing a great opportunity for diversity if we did.

So far, all of the enemies have had a damage increase, so I’ve decided that average Joe is a new member of the gang and hasn’t had the chance to get a decent weapon yet. He’s just carrying a lump of wood, which he uses to club people. This balances things out, but it also distinguishes him as less of a risk to the players. At 9 HP, Average Jim has slightly below the default 11 for a bandit, so he’s going to be the gang’s resident artillery expert. I’ve taken away his scimitar, leaving him with just a basic shiv (I used the standard dagger stats, but shiv sounds cooler.) Jim will only use the shiv if he has to though. He prefers to stay away from melee and fire his crossbow at enemies.

After what amounts to no more than two minutes’ preparation, we now have a nuanced and diverse gang of ruffians to throw at the players. Lets go over them.

Our assassin carries two daggers and prefers to engage party members who are distracted by his allies. Failing that, he will go for whoever is least heavily armoured, hoping to take them down before they have a chance to strike back.

The new recruit is nervous, poorly equipped, and prone to fleeing. He can see that he’s no match for the party and doesn’t want to die on the streets for the sake of a few gold coins. If he’s reduced to half health, or if the leader falls, he uses the disengage action and flees the fight. He’s also susceptible to intimidation attempts.

The crossbow-wielding bandit will use his movement to remain at ranged attack length from the party, firing a crossbow bolt at whoever he perceives to be the most likely to close the gap. If that happens, he pulls out his shiv and tries to dispose of his assailant as quickly as possible.

The leader of the gang charges immediately and engages whoever seems to be the most defensively capable member of the party. He hopes that by taking down a heavily armoured fighter or paladin, he can keep up the morale of his fellow gang members and scare the party into surrendering. He is too arrogant and stupid to flee, even when death is a certainty.

Tell them to go fluff it

As you can see, we now have a charming little band of brutes for the party to face off against. We could go even further, changing their race, skills, languages and other elements, and you should absolutely do that if you have the time/desire. But it certainly isn’t necessary, as the player’s imagination can fill in the blanks. All that’s left is to come up with a sentence or two describing them, enabling your players to gain an insight into what their strengths are. Something like the following.

As you near the end of the alleyway, four thugs step out of the shadows ahead of you. Their leader, a hulking man of at least six-and-a-half feet, brandishes a warhammer before setting his eyes directly at yours. “Hand over your equipment and gold” he demands, “or you’ll not be leaving this alley”. Behind him stand three others. One of them, a weed of a man in a filthy cloak, holds a cruel dagger in each hand and wears a sadistic smile on his lips. Next to him, a young lad, perhaps sixteen or seventeen years of age, nervously fingers a makeshift club. Finally, leaning against one of the walls is a fourth mugger. He taps a battered old crossbow against the brickwork, seemingly nonchalant to the whole affair.

This bit of fluff is key to the whole setup. While we’ve certainly crafted an aesthetically diverse group of bandits, we want those visual differences to inspire a tactical approach from the players. When your group tells war stories about their experiences in your world, they probably aren’t going to remember the individual names of the enemies they’ve slain, but they will reminisce about the time that they took out a dual-wielding assassin when he was inches away from ripping the wizard to shreds, or the Warhammer-swinging thug that just wouldn’t go down, no matter how many arrows they stuck in him.

Always remember, Dungeons & Dragons isn’t about winning, it’s about telling a story together. While you, as the dungeon master, are certainly the catalyst for that narrative, your players can and should be responsible for it as well. Never is this more apparent than in combat, where the creativity, assumptions and actions of the players will ultimately decide exactly how that chapter of the story is told.

Up next: Building an Adventure – A short guide to brewing at home


No Mans Sky

No Mans Pie is our tribute to our friends Hello Games No Mans Sky, yes it’s a woeful pun but we’re never ones to look a gift horse in the mouth so we set about making a sci-fi-pie. When it was served up in the bar we had a bunch of different variations so each one we served was slightly different.


  • Table Spoon Blackcurrant Jam
  • 25ml Chambord
  • 25ml Sloe Gin
  • 25ml Vodka
  • Icing Sugar
  • Tumbler Glass
  • Pie Topping Foam
  • Egg White
  • Sugar Syrup
  • Lemon Juice
  • 5ml Vanilla Vodka
  • Whipped Cream Dispenser


Take your Jam, Chambord, Sloe Gin and Vodka and shake over ice, strain into a tumbler with fresh ice, set aside
For the Foam, combine the ingredients in the dispenser, add the gas cylinder, shake vigorously. Squirt in neat peaks ontop of your No Mans Pie mix, dust with icing sugar then brown the top with the blow torch and explore!

The Game

Inspired by the adventure and imagination that we love from classic science-fiction, No Man’s Sky presents you with a galaxy to explore, filled with unique planets and lifeforms, and constant danger and action.

In No Man’s Sky, every star is the light of a distant sun, each orbited by planets filled with life, and you can go to any of them you choose. Fly smoothly from deep space to planetary surfaces, with no loading screens, and no limits. In this infinite procedurally generated universe, you’ll discover places and creatures that no other players have seen before – and perhaps never will again.


The Evil Within

The first commission we ever had was for Shinji Mikami’s masterpiece Resident Evil franchise, so when we first laid eyes on Evil Within the potential to dust off a Gin pun and create a spiritual/spirit-based sequel to the drink, as well as show respect to the man couldn’t be passed up.

Mixer free our Evil Withgin isn’t for the faint of heart!


  • Tablespoon Raspberry Jam
  • Tablespoon Blueberry Jam
  • 5ml Grenadine
  • 100ml Gin
  • ½ Lemon Juiced
  • Ice
  • Martini Glass


Start by stirring the jam and grenadine in the bottom of the martin glass. Next shake Gin (or more if you’re in need of dutch courage) and lemon juice with ice until chilled then strain over the back of a spoon on top of the berry pulp, turn off the lights and serve.

The Game

The Evil Within, also known as Psychobreak (サイコブレイク, Saikobureiku)in Japan, is a survival horror video game developed by Tango Gameworks and published by Bethesda Softworks.

Highly-crafted environments, horrifying anxiety, and an intricate story are combined to create an immersive world that will bring you to the height of tension. With limited resources, you’ll fight for survival and experience profound fear in this perfect blend of horror and action.