Showing posts with label RPG stories. Show all posts
Showing posts with label RPG stories. Show all posts

Sunday, 1 April 2018

Breakout 2018 Convention Debrief (Part Three)


Day three! The final, bleary-eyed day of the con! (If you missed the first two parts, you can find them here and here.)

After a late night of horror playing BLUEBEARD'S BRIDE, we were ready for something a little lighter, and luckily, we had just the game. We were lucky enough to have Epidiah Ravachol on hand to run a traditional Sunday morning game of SWORDS WITHOUT MASTER, his very clever swords-and-sorcery storytelling game.

Tuesday, 27 March 2018

Breakout 2018 Convention Debrief (Part One)


It's been a while since I've written in these pages regularly, but every once in a while you just have to gush a bit about something awesome. In this case, it's our second trip to Breakout, a gaming convention in Toronto.

We had a really great time with our first visit to Breakout, where we got to play great games with wonderful designers and enthusiastic players, so our expectations were high going into this year's con. Megan said she was trying not to get her hopes too high, in case it wasn't quite as good, but we were both delighted to find that this year's convention was better than ever. Two of the organizers warmly welcomed us with a hug in the first few minutes we were there, taking in the swanky new digs in the Sheraton Toronto. That kind of warm atmosphere was what we loved about Breakout 2017, and this year's model was the same thing in a bigger space.

Friday, 13 October 2017

Maybe We Haunt Ourselves: NO ONE GETS OUT ALIVE

Strathclyde House. Whatever walked there, walked alone.

Last week, we finished my haunted house campaign NO ONE GETS OUT ALIVE. It was a strong finish to a game that had a lot of powerful stuff in it.

Everything about this game was an experiment, really, and it's probably lucky that it came out as well as it did, but I had great players and good tools to play with. The objective of the game was to play something that was focused on going deeper, playing harder than we had for a while, even in games that had a lot of good stuff in them. We were playing with a slightly smaller group, three players and a GM, which had important implications for play down the line. As far as mechanics go, we were using the dramatic petitioner-granter rules from DRAMASYSTEM, with the 2d6+Trait mechanic from Powered-by-the-Apocalypse games to serve as our procedural rules.

Saturday, 31 December 2016

The Past Is Prologue

A lot of blogs are in a reflective mode, this time of year, and I thought New Years Eve was as good a time at any to share this particular look back on ten years of gaming.

A few weeks ago, a friend at our gaming table mentioned in an online post that he was having difficulty remembering all of the games we'd played over the past few years, and nudged me toward the idea of making a comprehensive list. I did, and it was both a humbling and invigorating experience looking back at all the games we'd played at our table over the past decade in London, Ontario. I sometimes say that as an adult gamer, I've played the best games of my life in the last few years, and here was actual proof.

Monday, 17 October 2016

Into The Great Beyond: NOT FADE AWAY


This past Saturday night, we wrapped up NOT FADE AWAY, a game I'd been running at my table since February of last year. As with all games that have any longevity at all, I have complicated feelings about it, but I'll try to talk about our experience here with as much objectivity as I can.


Thursday, 11 August 2016

The Very, Very Late to the Party RPGaDay 2016

Huh, well this August has been a nightmare so far, putting me waaaaay behind on RPGaDay. I'm not going to try and catch up in one post, but this will get me closer.

3. Character Moment You are Proudest Of

There are lots of ways I could go with this question, but the first answer that jumped to mind was a scene I played with my wife a few years ago. This was in my friend's super-villains fighting The Man game, and our characters had been attracted to each other throughout the story without actually getting together. We planned to have a scene together in the finale, and totally expected that the scene would head in a romantic direction.

Thursday, 23 June 2016

ShadowFate


I mentioned the other day that I'd just wrapped up a SHADOWRUN campaign that had been running for about ten months, The Forks. This is actually the second long-term SR game I've run in the past five years, and the second I've run with FATE. The first game, Disavowed, ran for longer and went a little deeper, and it ran long enough that I actually switched rules systems part way through. I started that game using SAVAGE WORLDS for the rules, and eventually ported it to FATE -- although it was based on the SPIRIT OF THE CENTURY incarnation of the rules, not the sleek modern iterations we have in 2016. I thought I'd talk a little bit about running SR using Fate and how it worked at the table, for those of you interested in such things.

Tuesday, 21 June 2016

Frequency

Last night we wrapped up THE FORKS, a Shadowrun campaign (powered by Fate) that I've been running about once a month since last fall. The last session was entirely satisfactory, with lots of heart-wrenching moments, although I felt that I wasn't able to push the players as hard as I would have liked in the climactic battle. Part of that was down to a truly spooky run of bad dice rolls (I don't think I got a roll that was higher than 0 all night long), although I felt like as a Fate veteran I should have this stuff figured out by now.

THE FORKS was a gritty crime drama take on Shadowrun, stripped of its usual excesses of glittering tech, heaps of cash, and action movie assaults on corporate strongholds. This was set on the mean streets of The Barrio, a desperate slum in the dustbowl sprawl that London, Ontario has turned into in 2050. Since there seemed to be no canonical drama in the region, according to the Shadowrun wiki, I decided that turning Ontario's agricultural heartland into a dusty wasteland ruined by agricorps gave it a nice Mad Max/Dirty Thirties vibe that would feel different than the Seattle Sprawl game I ran a few years ago. A lot of it focused on two of the three main characters fighting for the affections of Morning Glory, an exotic dancer who was also the obsession of a local Mob boss. As expected, with three female lead characters, it also became a story about the place of women in the Shadowrun universe, and I made sure to include as many female supporting characters as allies and enemies as possible.

Wednesday, 1 June 2016

Energized

We had a really great session last weekend, and we've been talking about it all week. Let me gush a little.

I've written here about NOT FADE AWAY, our ongoing saga of reincarnated heroes played out against the vast canvas of thousands of years of history. It's a game that we went into rebuilding the group, rebuilding trust and creating a new social contract, and also taking on a project that was crazily big and ambitious. Of all the games I pitched, this was the biggest and most difficult, and that's usually a good thing - you break new ground by being ambitious and doing hard things - but it's also been challenging. We're about at the 2/3 mark of the game now, and we're just beginning to hit our stride as a group. I've been happy enough with the game as it stands, and I think the players are too, but until you have a really breakout session where you see how good a game can really get, it feels hard. It feels like you're working toward something, and you can almost see it, but you're still struggling to get there.

We finally had that breakout moment.

Tuesday, 24 May 2016

After-Action Report: NOT FADE AWAY

We just finished the 7th session of NOT FADE AWAY, the Fate Accelerated campaign I've been running since February. The game is about immortals, or rather about beings called Pilgrims who are serially reincarnated with the same memories to carry on an eternal battle against their shape-changing enemies, the Rakshasa. It's what Highlander would look like if the immortals were genderfluid beings who spent as much time bickering as they did swordfighting.

So far, no anthropomorphic tigers in smoking jackets. Alas.

Thursday, 19 May 2016

The Long and the Short

There are undercurrents swirling below the surface of the roleplaying hobby, invisible to the eye, but powerful enough that they affect just about everything we do. These are the mostly unspoken core assumptions about what our hobby is and how it is pursued at tables around the world. Roleplayers gather in small groups, negotiating acceptable conduct and proper play style, and rarely question the idea that their particular orthodoxy is one of many.

Once in a while that you get two gamers together talking, sharing stories, and realize that this is not the case at all. What is this other person talking about, we wonder? 'Cause it's sure not gaming. We have A Way Of Doing Things, and that's the only right and proper way. This guy's weird.

Tuesday, 8 March 2016

Can't Get Enough of Your "Special" Moves, Babe

Mr. White, a little mood music if you would?

Aww yeah.

Now, where were we? Oh yes. APOCALYPSE WORLD.

I've written before about the provocative nature of Vincent Baker's great roleplaying game, which recently ran a successful Kickstarter to fund a second edition and return to print. It's the kind of game that was designed to shake people up, change the way they do and think about things inside the parochial little world of roleplaying. As a long time GM, the way the game framed the role of the "MC" initially scared the living shit out of me. Or, more accurately, made me deny its usefulness, then angry, then depressed (because it felt like an attack on GMs), then eventually a cautious return to grapple with its ideas and eventually accept them. The five stages of APOCALYPSE WORLD.

Friday, 12 February 2016

The Pros and Cons of Reincarnation: NOT FADE AWAY (Part Two)

If you're like us, you probably read the description of the game -- a game about immortals that frames the story in the present and fills in the backstory via flashbacks -- you're probably thinking that this is a very large undertaking. With four characters in the main cast, and a "signature era" for each one in various time periods of the past, that makes the story a sprawling affair, stretched from the ancient past to the fall of Rome to the Crusades to the Salem Witch Trials, not including glimpses we get of the "Gotterdammerung" events that took place in 1945. Or brief glimpses we get of the characters meeting in other time periods.

Tuesday, 9 February 2016

The Pros and Cons of Reincarnation: NOT FADE AWAY (Part One)

After a long dry spell, we have finally started a new game this past Saturday night. Let me tell you about it.

But first, a little theme music. In deference to my friend Amanda, the version you'll be hearing is not the sublime original by Queen, but the cover by the Protomen. It should still get you in the mood for a story about sword-wielding immortals.

Monday, 25 January 2016

"The Horror! The Horror!"


John Wick is one of those gaming industry personalities that always seems to be lighting fires wherever he goes. Recently, he wrote an article about one of the most infamous AD&D modules of the early days of roleplaying, THE TOMB OF HORRORS. Predictably, the gaming Internet imploded, or at least certain segments of it did. Here's one of the rebuttals. Make of it what you will.

Monday, 4 January 2016

Thomas Wolfe May Have Been On To Something

Fair warning: I’m going to say some things about The Force Awakens here that you might not care for. If it would spoil your enjoyment of that movie to hear criticism of it, do yourself a favour and skip this. I have my problems with it, but I also have no interest in shitting on anyone else’s fun.

I also have no interest in discussing the merits and problems of The Force Awakens in the comment section below. Feel like arguing about it? Take it somewhere else.


Nostalgia is the will-o-the-wisp lurking on the moors of nerd culture. Unapologetic affection for the things we like is a fine thing, but too often that leads you into the noxious bogs of sentimentality. It’s easy to get lost there, losing sight of problematic content, giving things a free pass just because we enjoyed them when we were young.

Friday, 20 November 2015

Presence

On Wednesday night, we played a long-delayed session of a new game I'm running: SHADOWRUN: THE FORKS. It's a once-a-month game with a group that isn't our usual players, a conscious attempt on my part to change up the dynamics and play games a little differently. It's a small group, which tends to lend itself well toward intimate play, and the players (GM excepted, of course) are all women. Women I know pretty well, but still. Different from the usual dynamics, which have tended toward gender parity for at least half the games I've played for the past few years.


Monday, 21 September 2015

My Better Half (Part Two)

Megan during a podcast recording session.
When I realized that I wanted to push my game a little further into dramatic territory, my wife Megan was the first person I tried to "sell" on the idea. I remember being hesitant about it, even though she's a drama nerd from way back, because she had bought into the idea of RPGs as monster-ass-kick-a-thons as much as I ever had in my teenage years. Her character Rosa, who had begun life in that long ago ANGEL campaign, was a combat monster.

Thursday, 17 September 2015

My Better Half (Part One)

Today is my 11th anniversary. 

Yeah.

Me (with much redder hair) and my lovely bride Megan.