Review: Oceanhorn

I’ve been meaning to write on Oceanhorn for a long time. But for some reason I have been postponing it again and again.

Oceanhorn (published for iPhone and iPad) is often compared to The Legend of Zelda: Windwaker and not without a reason. Everyone who has ever played a Zelda game is right at home with this one with similar items, game structure and elements. Even the outlook of the game feel like playing Zelda and the marvellous music by Kalle Ylitalo, Kenji Ito and Nobuo Uematsu work with the same level. Continue reading

Improv and RPGs, part 1: Listening to others

I’ve done improvisational theatre for two years now, and I’ve been a roleplayer (mostly the GM) for twenty years on and off. Improv has done a lot to make me a better player; and for a long while I thought roleplaying made me great at improv. Sure, I had my strengths, but this post focuses on what I sucked: listening to other people. There will be sequels.

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Dungeon World versus Apocalypse World

Besides the genre differences and the setting differences implied by the genres, there’s one major difference between these two games: in Dungeon World you don’t get to use the moves against the other players. Sure you can attack them, but I don’t think that’s meant to be a key to the game. On the other hand, in Apocalypse World, the moves are written in such a way that you can clearly and freely use them against the other player characters.

The way Dungeon World handles the intra-party relationships – and thus conflicts – is actually quite elegant and definitely has its own strengths, however I do enjoy how Apocalypse World brings the intra-party conflicts to the forefront.

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