Roleplaying games are all about spontaneity, and usually that's a good thing. A high-functioning group is able to improvise an experience that's much richer and more interesting than a pre-planned adventure packaged and run by a GM.
In dramatic play, this can be a problem, however. A lot of times, players will find themselves in a two-person scene where no one has a strong need to push for something right now. Sometimes this is out of a feeling that "it's too early" in the story for characters to have a big conflict, or out of an misguided sense that it's interesting just to place two characters in a scene together "just to see what happens". Usually, without a conflict, the answer to that question is "nothing".
Wednesday, 29 March 2017
Tuesday, 14 March 2017
Tuesday, 7 March 2017
This weekend, Megan and I are going to our first gaming convention. It's Breakout Con in Toronto, and we're pretty excited about it.
Sure, we've been to small gaming conventions put on by the local game club at Western University, but this is a whole other level. It's three days of games, with industry professionals there to run games and sit on panels about the hobby, and maybe, if we're lucky, let us fans buy them a drink or two.
Thursday, 2 March 2017
I wrote here recently about the struggles I'd been having getting my head into a new game. I kept waffling about what I wanted to do, and what game system I wanted to use to do it. I am happy to report that I've made some decisions at last, and I couldn't be happier with the game I've settled on. It's a wonderful D&D-derived game called BEYOND THE WALL AND OTHER ADVENTURES, by John Cocking and Peter S. Williams, from Flatland Games. I wrote a review of it just about a year ago, and I can't recommend it strongly enough. Buy it.