Season of the Witch, Part 2 (and 3)

It took us some time to get back to this (well, actually about two months) but finally returned to colonial America. Since I’m already writing a campaign debrief on this forum I decided that we do not really need another one. Thus this post is mostly about stealing stuff from other games to improve your own.

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Love in Innsmouth

Archipelago 3 by Matthjis Holter has become my “go to” game for oneshots. I might have only written one game for it (as it is) but when I get an idea for a story that might work as a game it is usually the first one to pop up in my mind.

Today I was thinking about a Solstice scenario and while listening to H.P.Lovecraft’s Historical Society’s excellent albums I began to wonder how could I capture the feeling of Shadow of Innsmouth in a way that all players could enjoy it. Aaaaaaand I was quite quickly thinking it in an Archipelago way.

I might not be able to write it all but here is the quicky summary (a draft at best) for “Love in Innsmouth” (or something).

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Using My Draft Piles for Something, pt. 2

Last year I wrote about creating characters by using the otherwise worthless cards I’m left with because of active drafting. This is a continuation of that, somewhat based on Tommi Brander’s comment on the earlier article and somewhat based on something Ville said on our forums.

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The difference between CoCian and BWian philosophies of skills

Roleplaying games can represent stuff about real life that you don’t necessarily stop to think about. I’ll write about one here, the difference between how Call of Cthulhu and Burning Wheel handle skills, and what those differences say about human capabilities. And why it matters quite a lot to me, personally. Continue reading

Creating an Archipelago Game

About a month ago I managed to get into Jason Morningstar‘s Archipelago game “Love in the Time of Khavarner“. I really liked the setting and the style the game worked and began immediately to think how I could hack it. Jason himself said that it is not as simple as it seems. And after working on a game I have to admit he was right.

Without going into details about what is needed for an Archipelago game I must admit that I used the two existing games Love in the Time of Seið and Love in the Time of Khavarner as the starting point. I did not have high ambitions about a truly original masterpiece but an idea about a game I really wanted to take part in. Continue reading

Want to Be a Game Designer? Play Magic

Not only that, you should be playing many games. Playing one game or a limited set of games will not enable anyone to come up with something truly great. Sure, you can make clones of the games you are playing, but creativity isn’t magical. It requires something to build on. Creativity is about finding new ways to combine things you already know. Therefore, the more you know, the better. To acquire this knowledge, play games.

On the other hand, if for some inexplicable reason you had to choose one, choose Magic: the Gathering.

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FATA CAPUAM

fata_capuam_500pxAfter a computer failure and six months when I just didn’t remember it Redemund’s Guild’s (first) Fiasco playset is ready to be released. This playset was written to capture the feeling of lecherous parties of ancient Rome as depicted in tv-series such as Rome and Spartacus.

We were lucky enough to get a great feedback on this and as it happens the group actually wrote about their gaming session. You can check it HERE.

So here you go. Fata Capuam: DOWNLOAD (pdf)