I’m cheating with the topic but at least you are reading still, right? These games are not “new” per se but hacks and adventures. There is our newest collaborative Fiasco playset, an agnostic fantasy adventure (though it does have Dungeon World threat sheet) and a game that is built on Matthijs Holter‘s Archipelago.
Though it seems we have more than enough of timing issues with this campaign we are managed to have an awesome fourth session yesterday. And even though we have been using Eldritch Sigils for a few years for the campaign it seems we can still find minor details that need correcting.
It seems like ages ago when I was GMing ANKH to my friends after school and just had to tweak the rules of the game to suit my taste. It might have been twenty years ago but I’m still doing it. And for the life of me I cannot see the reason why?
Why cannot I be satisfied with the rules as written?
For a few years now I have had a custom of gathering my oldest friends for sauna and roleplaying games in January. This year it almost didn’t happen since we had a chance of location. We ended up not having a sauna but we did have great time with my newest game Cliques & Powers.
It all started out as a joke. I just randomly asked that wether we should have a fantasy or teenage type of game. My players immediately got excited about playing teenagers and I got stuck with creating such a game. As usual I went with Archipelago. Continue reading
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.
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).
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.
I was just at GP London and GP Prague (playing MtG, but this article is not about that) and since its my vacation time this year, I remained for a few more days in each city. Being a nerd, what did I do? I spent three days wondering through some of the museums and other places the towns so kindly offers.
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
Ever since Magic Origins was announced, Wizards has been clear about the set not being the end, but the beginning. Its even in the name. There are some quite splashy things in the set that set it apart from other sets, but there’s also some little subtler things that show a small change of direction.
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