As our current campaign is drawing closer to the end I feel I could share some thoughts about the endgame of roleplaying campaigns.
Last year Aki wrote a lengthy post about the story arch of his character in the “last season” of this ongoing megabeast. And he got quite deep into the difficulty of ending one of these seasons as I like to call them. Continue reading →
We have all been there. The game is about to start and we just wait for that one player who is always late. Everybody is busy checking their Facebook or random videos from YouTube. Some leave for a smoke and maybe one player starts to go through the assorted papers for the game. Then that last player arrives and the game should start.
But it doesn’t.
Maybe it is because of collective tiredness or maybe someone wants to argue about a tv-series. Or maybe the GM has left the dice at home and no-one thought of bringing their own. Continue reading →
This year’s theme for Ropecon is “journey” and as I’ll travel from Tampere to Helsinki for this event I thought I could come up with some things to pass the time during that journey. Actually this idea came while reading at Ropecon’s front page that they are encouraging con-goers to organise their own pre-cons at Thursday (since it is a national holiday).
The only restriction for this kind of activity is that the drive takes only a couple of hours (maybe some extra if we make a couple of stops) so we need to have activities that do not take too much time and/or can be put on hold while someone takes a bathroom break etc. Continue reading →
One of the favorite things my gaming group brings up are the “Legacy Tokens” that allow the players to take part in the narrative “legacies” of the gaming world. I stole this idea from a (fan-made?) addition to old Deadlands but it still has evolved from those beginnings. In the following I will high-light how we have used those chips to give the players major power to reshape the narrative.
We started a new campaign at the beginning of the year (as discussed in my previous post).
This campaign is linked to the Wayward Sons-campaign I ran last year though it takes place 40 years earlier. And even though I jump started this “discussion” about the campaign with the experiments I have had with a Mythos Tome I decided that our first session also deserves to shared.
As first sessions go it wasn’t an actual playing session in a traditional sense but more like a conversation of what we were going to play. Vincent Baker‘s Apocalypse World advices you to do something similar but we took it a bit further.
We have been playing my AWengine hack for a few months now. There is a lot to talk about this game but I make my return to blogging by discussing the use of Mythos Tomes in roleplaying games.
A Mythos Tome is most likely found in horror games but should by no means to be limited to them. Mythos Tomes are ancient books filled with most eldritch secrets no man was ever to know. Or at least that is the main assumption. Continue reading →
Death and the act of killing a player character in roleplaying games is a controversial subject. The players are quite rightfully protective about their characters but even when not considering about their opinions about the death of a PC the hardest part of such an event is in the hands of the GM.
In my past I have shied away from killing the characters. As a teenager I tended to make all of my rolls in secrecy so I could always fudge the result to keep a character just barely alive. Later on I made the decision of making my rolls open so that the dice would decide wether the character survives or not. But lately (once again thanks to the AWengine) I have had to scrutinise my thinking. Continue reading →
We had a Chrismas party a week ago. Instead of board games, I said I could run World of Dungeons. It’s an ultralight hack of Dungeon World which I hadn’t run it before, so we took it on a spin. Because nobody believed that we could play entirely sober, I decided on a full improv session. It degenerated slowly, but inevitably—and undeniably gloriously—into player vs. player mayhem, which surprised me very little. Despite my mistakes as a drunken GM, we had a whole lot of fun, and I learned a few important lessons. These are my notes from the GM’s standpoint. Continue reading →
This is my view on John Harper and Paul Riddle’s The Regiment, run by Lauri. There’s nothing much I can add to Lauri’s description of the session, so I’ll talk a bit about my impressions of the system. Do keep in mind that even though the version number is 2.5, The Regiment is still a work in progress; beautiful and promising, but flawed. I hope these notes will a) help the designers hone the game, b) make you interested in testing in it, and c) give you a couple of hints while playing it. Continue reading →
Our gaming Guild apparently now has something of a regular random gaming night at the beginning of each month. This time it was my turn to be the GM (actually I just announced that I wanted to) and my weapon of choice was The Regiment by John Harper. As we had had some experience with the Apocalypse Worldhack I decided that this time I would tackle one of my RPG goals – running a game of X-COM.
For this particular session I decided to do a little something extra and went through the playbook templates for The Regiment – Colonial Marines (they were provided by Harper at the AWforum) changing most of the names to correspond the newest instalment of the X-COM franchise. While doing this I ended up into the deep end and found myself hacking the whole hack to suit my needs. Continue reading →