Thursday, 30 April 2015
Seven Stars in the Rearview (Part Three)
One of
the recurring themes of the game, in retrospect, was travel. We had
agreed that the game was to be a globetrotting adventure in the Indiana
Jones mold, rather than an extended expedition to a single exotic
locale, or a tale of pulpy masked heroes
fighting crime in the shadows of a big American city, and almost every
episode had the player characters visiting a new port of call: Shanghai.
Hong Kong. Cairo. London. Rome and the Vatican. New York. San
Francisco. Rio. Buenos Aires. Virtually no corner of
the globe went unexplored, and that meant that as GM, I had to
constantly be painting in new pieces of setting.
Wednesday, 29 April 2015
Seven Stars in the Rearview (Part Two)
With
Dr. Song in place as the nominal villain of the piece, until it became
clear that others were even more “Sinister”, the globetrotting adventure
was ready to begin. Much of my early work was very uncertain, because
although I knew that the campaign
would begin in Shanghai (a setting so vivid that I could have run the
whole game there) I wasn’t sure where the players would go from there.
With Rob’s character Su Li motivated to thwart the plans of her evil
father, all I needed to do was dangle his latest
plot in front of her to drive the action. And Dr. Song, of course, was
after the titular Seven Stars of Atlantis: fabulous gemstones rumoured
to have magical powers and a connection to the lost continent itself.
Tuesday, 28 April 2015
Seven Stars in the Rearview (Part One)
There is a melancholy that comes with the end of a campaign, even
one that’s been long and satisfying. Maybe the longer and more
satisfying the game is, the harder it is to let it go. We’re all junkies
for stories. We get tangled up in the lives of our
cast of characters, their problems and their passions, and we wonder
where their lives will take them next.
Sunday, 5 April 2015
Review: NIGHT WITCHES
I know, it's been a while. Once again, the working world has caught up to me and The Blogging has suffered. I've got a few things I've been meaning to talk about here -- including my noodling around for a couple of weeks building a Harry Potter hack using FATE ACCELERATED -- but let's get back to business with a little review.
Sunday, 1 March 2015
Short Takes: Primetime Adventures 3rd Ed
So we've started playing a new game GMed by my lovely wife Megan, Shakespeare VA (based on one of the series pitches included in the HILLFOLK core book). We're playing it using the latest iteration of PRIMETIME ADVENTURES, fresh from its successful Kickstarter campaign. PTA has been a favourite around our table for many years, since our friend Rob introduced us to the game with his supervillains-fight-the-power game, T.H.E.M. PTA hits the sweet spot for us most of the time in terms of enabling the kind of drama-intensive play we do best around our table, so we were all excited to see what the 3rd Edition brought to the party.
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My character from T.H.E.M. as imagined by the talented John Matthias. |
Monday, 23 February 2015
Down and Out In The Golden Age of RPGs (Part Three)
With so many things standing in the way of gamers trying out new game systems, new settings, and new modes of play, what can we do to change things?
The good news is that the industry is already coming to grips with the new realities of gaming in the 21st century, and has been doing its bit to make trying new things as accessible as possible. The big companies have offered a wide range of "starter" products (like the previously-mentioned PATHFINDER box set) to get people's attention, with everything you need to run a game packed right in there. Having readily-available materials that are attractive and accessible goes a long way toward getting people to try something new. If they don't have to invest more time than it takes to choose a pre-gen and add a suitably grandiose name, that's all to the good.
Thursday, 19 February 2015
Down and Out In The Golden Age of RPGs (Part Two)
As I've said on the podcast, we live in a Golden Age for gaming. There's a chunk of the gamer population that looks nostalgically back on the early days of the hobby as the best of times, but I'm not one of them. I wouldn't trade the games we played back then for the games we're playing now for all the polyhedrons in Chateau de Chessex.
Today, we have a multiplicity of games to play, games that cater to virtually any taste you can think of, and some are so weirdly specific in their subject matter that gamers of my lost youth would have had a hard time imagining their existence. There are so many titles available -- new games, old games, new games evoking old games, old games appropriating the tricks of new games -- that it would be impossible for even the wealthiest gamer with a bottomless well of free time to play them all, or even keep track of them.
Today, we have a multiplicity of games to play, games that cater to virtually any taste you can think of, and some are so weirdly specific in their subject matter that gamers of my lost youth would have had a hard time imagining their existence. There are so many titles available -- new games, old games, new games evoking old games, old games appropriating the tricks of new games -- that it would be impossible for even the wealthiest gamer with a bottomless well of free time to play them all, or even keep track of them.
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