I was reading issue #9 of Fight On! magazine on my way to work yesterday (is it just me, or are there more typos than usual in that issue?), and found something interesting in the review section. Well, there were two interesting things, one being the review of Dragons at Dawn, but I was going to talk about the other review I took note of.
The game being reviewed was called Backswords & Bucklers. In this game you get grievous injuries when hitting zero hit points. It made me think of how to make combat more detailed when needed, while at the same time keeping it swift and fun. I once again started to think of how it works in 7th Sea, and how that gels with B&B.
In 7th Sea you have three classes of NPCs. There are Brutes (mooks), Henchmen, and Villains. I guess you can tell which are quickest to dispose in a fight? You have a similar thing in D&D 4th ed. with minions.
So, how about the idea of using crits, hit locations and called shots i.e. going all Rolemaster, but only do it after the "monster" reaches zero hits? You could do this in any game, like S&W, T&T, B/X or Labyrinth Lord.
For me it sounded like an interesting way to add that crunch, but only when it matters - when the Villain have been blooded and you both go that extra mile to finish each other off.
Nothing revolutionary, but it sounds neat to me.
Showing posts with label RPG Hub. Show all posts
Showing posts with label RPG Hub. Show all posts
Tuesday, November 2, 2010
Sunday, October 31, 2010
Sales and the life of the business, and the hobby
I guess everyone have heard the news by now, how Pathfinder and D&D are tied when it comes to sales figures. Probably you have also heard how Gareth-Michael Skarka posted his view of things and how people reacted to that. There's only have one thing about this which makes me curious.
It's no news that online gaming is where people are gathering these days. What makes me curious is why people play those games instead of traditional RPGs?
For those who have never played a traditional RPG the question is easy. They don't know that traditional gaming exists, or have preconceived notions about what that entails. If those people would have become our kind of gamers had the online games not existed, then we are obviously observing our hobby fading away. There are those who have ideas how to handle that, like Skarka.
Then there are those who once were active table top roleplayers, who now exclusively play online games. I have personally met gamers who these days not play good old RPGs, but only WoW. Why?
If you have been playing rpgs and enjoyed it, why would you stop? Well, I can imagine that for some it can be hard to keep a regular group with married life, kids, full time work and all that jazz. I've seen it happen to myself. But, what then makes you come back to gaming in the form of WoW, and not traditional gaming? Fading away I can see, but phasing over to WoW?
Is it harder to find a group again? It can't be because it's cheaper. It isn't. Also, one of the good things about roleplaying is you get to hang out with your friends and goof off. Is it so that it's easier to sit down by that ever present computer? You sit by that screen all day, so it's easy to go through the motions again, this time to play the game?
Frankly, I can't see how we could ever snare those people back to the hobby. I just can't see how anyone could choose one over they other. To me they seem too different. I once tried to sway some old friends back into the fold. The lack of enthusiasm was total. What made these people shift from our kind of games to the online kind? Frankly, I just can't understand it.
Oh, and I do think Skarka is onto something. This hobby sure isn't in a healthy state.Talking about that is a much bigger subject, and I'm not sure I have anything more to say than that you should all try to recruit a gamer, and remember to teach your kids.
It's no news that online gaming is where people are gathering these days. What makes me curious is why people play those games instead of traditional RPGs?
For those who have never played a traditional RPG the question is easy. They don't know that traditional gaming exists, or have preconceived notions about what that entails. If those people would have become our kind of gamers had the online games not existed, then we are obviously observing our hobby fading away. There are those who have ideas how to handle that, like Skarka.
Then there are those who once were active table top roleplayers, who now exclusively play online games. I have personally met gamers who these days not play good old RPGs, but only WoW. Why?
If you have been playing rpgs and enjoyed it, why would you stop? Well, I can imagine that for some it can be hard to keep a regular group with married life, kids, full time work and all that jazz. I've seen it happen to myself. But, what then makes you come back to gaming in the form of WoW, and not traditional gaming? Fading away I can see, but phasing over to WoW?
Is it harder to find a group again? It can't be because it's cheaper. It isn't. Also, one of the good things about roleplaying is you get to hang out with your friends and goof off. Is it so that it's easier to sit down by that ever present computer? You sit by that screen all day, so it's easy to go through the motions again, this time to play the game?
Frankly, I can't see how we could ever snare those people back to the hobby. I just can't see how anyone could choose one over they other. To me they seem too different. I once tried to sway some old friends back into the fold. The lack of enthusiasm was total. What made these people shift from our kind of games to the online kind? Frankly, I just can't understand it.
Oh, and I do think Skarka is onto something. This hobby sure isn't in a healthy state.Talking about that is a much bigger subject, and I'm not sure I have anything more to say than that you should all try to recruit a gamer, and remember to teach your kids.
Tuesday, October 19, 2010
Update on my rules project
Today I realized I haven't been thinking on my psionics rules in a while. Some real life happened, and even though it seems like the subject is always buzzing around the web, I haven't managed to calm down and be creative. A few days like that and suddenly a fortnight have passed!
The project is still on, and I keep thinking that psionics in fantasy is a cool addition. One problem I have though, is I keep shifting back and forth between doing the traditional cloning, and new development inspired by the old sources. Some ideas from the old sources are antithetical to how I think rules should work, and still I would like to at least preserve the feel of the quirkiness of the source.
I'm definitely going to make another serious push this week. Maybe I can hash out a definitive stance at least.
The project is still on, and I keep thinking that psionics in fantasy is a cool addition. One problem I have though, is I keep shifting back and forth between doing the traditional cloning, and new development inspired by the old sources. Some ideas from the old sources are antithetical to how I think rules should work, and still I would like to at least preserve the feel of the quirkiness of the source.
I'm definitely going to make another serious push this week. Maybe I can hash out a definitive stance at least.
Favourite combat posts
The reason I'm thinking about combat rules now, happens to be these fine posts by a Paladin from Calgary.
I just looked back a bit at what have been written about what can be done in combat, and happened to find a few favourites.
Trollsmyth wrote about judging old school encounters.
Way back I wrote about dirty tricks in combat. Maybe worth visiting for those who haven't seen that one.
I felt like brings some good stuff to light once more. Yeah, I even dig my own contribution.
I just looked back a bit at what have been written about what can be done in combat, and happened to find a few favourites.
Trollsmyth wrote about judging old school encounters.
Way back I wrote about dirty tricks in combat. Maybe worth visiting for those who haven't seen that one.
I felt like brings some good stuff to light once more. Yeah, I even dig my own contribution.
Monday, October 18, 2010
Tactical moves in combat - positioning
How about some spicy in your rpg combat? I've a few discoveries to share. Especially in light of what Michael Curtis briefly touches on in the end of this post.
Like I posted about a short while back, I visited a con, where I can the opportunity to talk to Tomas Arfert and James Raggi. One result of that meeting was that I decided to take a closer look on Tomas game, Saga (link and game in Swedish only). I had read about it before, and thumbed through it, but know I suddenly saw a few nuggest of gold I had missed before. One of those were the role of distance in combat, and positioning.
In Saga you roll you initiative, and the winner get to decide on the distance for melee. If you on the other hand want as your action, to position yourself at a range more beneficial to you, you roll initiative again and if you loose that was your action this round!
This struck me as a very neat way to handle positioning in combat without the need for a battlemap and having to know exactly in which square your dude is standing in relation to those goblins.
There is one other game that I know which have a similar idea. In Elric!, one of the most silly names of a game in the industry, there's also rules about combat range. In this game you are either engaged, or not. When engaged you can not move. When disengaging you have to dodge all the attacks one round, then you can move.
The mechanic is similar, but it feels smoother and probably more fun with an active role for the player, like rolling initiative, than to just sit there and endure duress.
I see some interesting potential in this. Thanks for the idea, Tomas!
Like I posted about a short while back, I visited a con, where I can the opportunity to talk to Tomas Arfert and James Raggi. One result of that meeting was that I decided to take a closer look on Tomas game, Saga (link and game in Swedish only). I had read about it before, and thumbed through it, but know I suddenly saw a few nuggest of gold I had missed before. One of those were the role of distance in combat, and positioning.
In Saga you roll you initiative, and the winner get to decide on the distance for melee. If you on the other hand want as your action, to position yourself at a range more beneficial to you, you roll initiative again and if you loose that was your action this round!
This struck me as a very neat way to handle positioning in combat without the need for a battlemap and having to know exactly in which square your dude is standing in relation to those goblins.
There is one other game that I know which have a similar idea. In Elric!, one of the most silly names of a game in the industry, there's also rules about combat range. In this game you are either engaged, or not. When engaged you can not move. When disengaging you have to dodge all the attacks one round, then you can move.
The mechanic is similar, but it feels smoother and probably more fun with an active role for the player, like rolling initiative, than to just sit there and endure duress.
I see some interesting potential in this. Thanks for the idea, Tomas!
Once again, eggs. With werewolves!
Long time readers of my blog might remember that I once posted about my wide eyed attitude toward pickled eggs. Today I once again had a close encounter with these fantastic things.
I have a lot of very fond memories of The Warlock of Firetop Mountain. A lot of young gamers in the UK, and other countries where Fighting Fantasy gamebooks where sold, have started their dungeon delving careers in the tunnels under that mountain. On my way to work today I picked up my sword and entered the mountain.
Imagine my surprise after having beated a werewolf and his dog companion. He has a store room, and there's a jar of pickled eggs! It was not, like I wrote in my old post, a troll that guarded a larder with pickled eggs!
How did I managed to mix up trolls and werewolves?
I have a lot of very fond memories of The Warlock of Firetop Mountain. A lot of young gamers in the UK, and other countries where Fighting Fantasy gamebooks where sold, have started their dungeon delving careers in the tunnels under that mountain. On my way to work today I picked up my sword and entered the mountain.
Imagine my surprise after having beated a werewolf and his dog companion. He has a store room, and there's a jar of pickled eggs! It was not, like I wrote in my old post, a troll that guarded a larder with pickled eggs!
How did I managed to mix up trolls and werewolves?
Thursday, October 14, 2010
How to create a swashbuckling campaign in no time at all
This is one post players in my present 7th Sea game might want to avoid. I don't say that because I'm going to spoil any important parts of the plot, but because I will come across as disorganized and confused.
Many bloggers have posted about how to set up "sandbox" campaigns. Personally I'm not yet a convert to that style, so I will post something different. I'm not sure what can be learnt from my experiences, but if my suggestions are not good advice I at least hope some of it might be amusing.
So. This time I had gotten a request for a game of pirates and swashbuckling. I own 7th Sea, so I suggested that. Now it was time to think of some way to start it off. Since the theme didn't fit very well with meeting in a tavern to go off and fight monsters I decided to start everything on a ship.
Now what?
Swashbuckling means a merry chase round and round and breathtaking escapes and chases, right? Ok. Then I'll start with a fight, and let them get hold of a treasure map. Either they grab it from the villain when winning the fight, or they get hold of it because he drops it. Yeah, I know. But, I figured it kind of fit the style of story. Then they might go off and try to find the treasure and I can have someone mysteriously trying to stop them, or if the go ashore to find out more I can have people chasing them and trying to get the map back.
As you might note I had no master plan. I kind of figured they would meet the villain whose map they had gotten in the end at the treasure site, but that was it.
So what you need for a campaign are three things
1. a location that reinforce the theme, a ship.
2. a villain
3. a MacGuffin, the map and the treasure
Then it might help to have a few outs for the likely roads taken, like "Somebody chasing them if they go to A and somebody chasing them if they go to B."
After this I had no idea. I did buy a pile of adventures for Flashing Blades when they were on sale at DrivethruRPG, so I figured I could somehow contrive to place them in front of the players if they went off in unexpected directions.
Now we have just began to entangle us in a few of those adventures and I have introduced a whole crowd of conspiracies and secret societies. I have a strong suspicion it will become more and more twisted, and considering I have no idea how it fits together I wonder what will happen?
What amazes me most of all is that they still haven't tried to get hold of that treasure from the map.
Many bloggers have posted about how to set up "sandbox" campaigns. Personally I'm not yet a convert to that style, so I will post something different. I'm not sure what can be learnt from my experiences, but if my suggestions are not good advice I at least hope some of it might be amusing.
So. This time I had gotten a request for a game of pirates and swashbuckling. I own 7th Sea, so I suggested that. Now it was time to think of some way to start it off. Since the theme didn't fit very well with meeting in a tavern to go off and fight monsters I decided to start everything on a ship.
Now what?
Swashbuckling means a merry chase round and round and breathtaking escapes and chases, right? Ok. Then I'll start with a fight, and let them get hold of a treasure map. Either they grab it from the villain when winning the fight, or they get hold of it because he drops it. Yeah, I know. But, I figured it kind of fit the style of story. Then they might go off and try to find the treasure and I can have someone mysteriously trying to stop them, or if the go ashore to find out more I can have people chasing them and trying to get the map back.
As you might note I had no master plan. I kind of figured they would meet the villain whose map they had gotten in the end at the treasure site, but that was it.
So what you need for a campaign are three things
1. a location that reinforce the theme, a ship.
2. a villain
3. a MacGuffin, the map and the treasure
Then it might help to have a few outs for the likely roads taken, like "Somebody chasing them if they go to A and somebody chasing them if they go to B."
After this I had no idea. I did buy a pile of adventures for Flashing Blades when they were on sale at DrivethruRPG, so I figured I could somehow contrive to place them in front of the players if they went off in unexpected directions.
Now we have just began to entangle us in a few of those adventures and I have introduced a whole crowd of conspiracies and secret societies. I have a strong suspicion it will become more and more twisted, and considering I have no idea how it fits together I wonder what will happen?
What amazes me most of all is that they still haven't tried to get hold of that treasure from the map.
Wednesday, October 13, 2010
Ow my gawd!
B.A. Felton's game Dawg RPG is here, in front of me.
Friends, there is a game out there about roleplaying dogs!
When I thought I could imagine a game about anything, I still didn't get the idea abouts dogs. I'm not sure if it means I need some more creative energy, or that someone at Kenzer & Co are just nuts. It's probably me.
Friends, there is a game out there about roleplaying dogs!
When I thought I could imagine a game about anything, I still didn't get the idea abouts dogs. I'm not sure if it means I need some more creative energy, or that someone at Kenzer & Co are just nuts. It's probably me.
Monday, October 11, 2010
Thanksgiving it is So, thank you!
Today it is Thanksgiving in Canada, and I want to take that opportunity to thank all the readers of my blog. Without you I would have stopped long ago.
I also want to thank all you people out there who not only lend me your ear, but also share all your thoughts and creativity with us all online. This "echo chamber" of ours is a warm and cozy place, sometimes heated by arguments, but still homey.
Take it easy out there, and don't forget your ten foot pole!
I also want to thank all you people out there who not only lend me your ear, but also share all your thoughts and creativity with us all online. This "echo chamber" of ours is a warm and cozy place, sometimes heated by arguments, but still homey.
Take it easy out there, and don't forget your ten foot pole!
An outsider looking in - British OSR
Are you from the US? Are you interested in gaming history? Read this very entertaining post about how the British gaming experience felt like in the 1980-ies.
Was really Maiden unknown in the US in the early nineties? Mind boggling.
Was really Maiden unknown in the US in the early nineties? Mind boggling.
Saturday, October 9, 2010
Art that scream - adventure
You remember I posted a picture of the AD&D DMG when James asked what picture we associate with D&D?
This might not be D&D, but damn do it just spell "adventure" in big flaming letters, or what?

The picture is from the old school inspired game from The Sorceror under the Mountain, i.e. d101 games.
This might not be D&D, but damn do it just spell "adventure" in big flaming letters, or what?

The picture is from the old school inspired game from The Sorceror under the Mountain, i.e. d101 games.
Friday, October 8, 2010
How I love and hate Glorantha
I have a fairly extensive collection of Gloranthan gamebooks, fanzines and other esoterica. Once I was totally entranced by this world, but for reasons not of that world I fell out of love with it.
Now a few days ago I once again became amazed by the enormous amount of "gameable" stuff there is in there. So many cultures are strange mixes of real world cultures, but with that extra twist that makes you want to invent reasons for how that extra twist came to be. Put that power in the hands of players, and I think you could have a jolly good time.
Since I hadn't read about things in a long while I got back on the main Gloranthan discussion list to ask about a few things which had gotten muddled in my brain. Guess what happened? I totally fell out of love of it all again.
Having people tell you from up on high how things really are, that is a killer for all kinds of enthusiasm. The world enemies of Glorantha as a game world always seems to be its official publishers...
*sigh*
Now a few days ago I once again became amazed by the enormous amount of "gameable" stuff there is in there. So many cultures are strange mixes of real world cultures, but with that extra twist that makes you want to invent reasons for how that extra twist came to be. Put that power in the hands of players, and I think you could have a jolly good time.
Since I hadn't read about things in a long while I got back on the main Gloranthan discussion list to ask about a few things which had gotten muddled in my brain. Guess what happened? I totally fell out of love of it all again.
Having people tell you from up on high how things really are, that is a killer for all kinds of enthusiasm. The world enemies of Glorantha as a game world always seems to be its official publishers...
*sigh*
Another cool blog!
For those who think that the OSR bloggosphere is just Americans talking about old D&D, there's a cool blog out there by a British chap. He develops new OSR materials as well, and not necessarily for the usual games. Take a look!
I just recently delved into the Gloranthan side of the web and through some loops found a revisitation of and old friends of min, the Warlock of Firetop Mountain. We are old chums, you see.
I just recently delved into the Gloranthan side of the web and through some loops found a revisitation of and old friends of min, the Warlock of Firetop Mountain. We are old chums, you see.
Thursday, October 7, 2010
Modes of old school play
After talking to a few of my friends who are not that keen on the classic frp game setup, gaining gold and fame through spell and sword, I have been thinking of other ways to play.
Way back when I started to play rpgs, adventures were always sorted in three modes of play. Either you played dungeon adventures, wilderness adventures or city based adventures. I think that often we think of "old school" as adventuring in dungeons, even though that must not be the case. Frankly, I have no idea where that three fold model comes from, but it seem to linger on.
Those who claim not to like the old way have told me they prefer cities, and all the things you could do there. Personally being a big fan of Fritz Leiber's works of fantasy, I can see why that kind of setting would be enticing. But, what is it you do in a city you don't do in a dungeon?
Anyone who have been mugged in the dark alley ways of a medieval urban centre, or fought thugs in bars, knows that there are just as many excuses to swing a sword in a city and in a mine or abandoned temple complex. What distinguishes cities is of course the fact they are filled with people.
So, how do you play old school style among people?
I think the kind of game where you speak in funny voices, develop extravagant back stories and interpersonal relationships with NPCs are seen as quite foreign to many old schoolers. Considering we like to talk about games where the rules are more of a guideline than a crutch, older game without skills and "social combat" should be quite fitting, right? No damn skill that stop you from haggling with a merchant in downtown Waterdeep, right? Or is that so?
Having played a few of the "new school" storygames, where the mechanics is usually there to codify much of the interactions between players, and between player characters and non-player characters I wonder how that relates to games like Gamma World, T&T, OD&D and Traveller. Is something missing in those older games that makes them less useful for games in cities, where a lot of the game is about talking to people? Isn't talking to people all we do when we roleplay?
Way back when I started to play rpgs, adventures were always sorted in three modes of play. Either you played dungeon adventures, wilderness adventures or city based adventures. I think that often we think of "old school" as adventuring in dungeons, even though that must not be the case. Frankly, I have no idea where that three fold model comes from, but it seem to linger on.
Those who claim not to like the old way have told me they prefer cities, and all the things you could do there. Personally being a big fan of Fritz Leiber's works of fantasy, I can see why that kind of setting would be enticing. But, what is it you do in a city you don't do in a dungeon?
Anyone who have been mugged in the dark alley ways of a medieval urban centre, or fought thugs in bars, knows that there are just as many excuses to swing a sword in a city and in a mine or abandoned temple complex. What distinguishes cities is of course the fact they are filled with people.
So, how do you play old school style among people?
I think the kind of game where you speak in funny voices, develop extravagant back stories and interpersonal relationships with NPCs are seen as quite foreign to many old schoolers. Considering we like to talk about games where the rules are more of a guideline than a crutch, older game without skills and "social combat" should be quite fitting, right? No damn skill that stop you from haggling with a merchant in downtown Waterdeep, right? Or is that so?
Having played a few of the "new school" storygames, where the mechanics is usually there to codify much of the interactions between players, and between player characters and non-player characters I wonder how that relates to games like Gamma World, T&T, OD&D and Traveller. Is something missing in those older games that makes them less useful for games in cities, where a lot of the game is about talking to people? Isn't talking to people all we do when we roleplay?
Tuesday, October 5, 2010
Mooks and swashbuckling
I just found this very cool rule for how to handle mooks in D&D. It could probably be used just as well for, say, T&T.
Combine that with the Arnsonian rule that you get to take another swing with your sword if you kill something and you'll have a groundwork for some truly epic wading through foes.
Come to think of it, this might be the core of a mass combat system.
Combine that with the Arnsonian rule that you get to take another swing with your sword if you kill something and you'll have a groundwork for some truly epic wading through foes.
Come to think of it, this might be the core of a mass combat system.
Monday, October 4, 2010
How to spell stupid
I found one copy of Star Frontiers, and one copy of World of Synnibarr at an auction site, and forgot to bid. That's just stupid.
Sunday, October 3, 2010
To save a king, swashbuckling style
This last Tuesday we had our latest 7th Sea session, after having had a hiatus of a week. You could say a lot about that session, but it was not event less!
After having met the rector of the university, and heard that Francis old friend now was a spy, they decided to go shopping for some fancy clothing suitable for a night at the theatre. Now they had agreed to try to help find that list of contacts for the Invisible University. Cloak and daggers!
Suddenly Juan saw his hated half-brother in the crowd! Without thinking he drew his rapier and started to run. At once someone yelled "Assasin!" and all hell broke loose.
A shot was heard, and suddenly a gilded carriage crashed down the street, mowing down pedestrians like harvesting wheat. From nowhere rushed black clad people with blue sashes, attacking and pushing people aside. Francis got pushed into an alley and beaten, until he managed to shake them off him.
Anna Maria grabbed the reins of the stampeding horses and surfed on the back of one horse, trying to make them stop. At the same time a masked figure jumped on top the carriage and gallantly greeted her as the whole vehicle at last slowed down. She got down, but as another shot ran out an arm from the carriage grabbed her inside.
Juan had, at the same time, fenced his way out of a bunch of the guys with blue sashes, using elbows, knees and sword. Now he thought he saw his brother again, this time running after the newly started carriage. Quickly he drew his gun an shot the "sash" blocking his sight. Naturally, his brother was then nowhere to be seen, but since the vehicle ahead was speeding up he must have jumped inside.
A Olympic quality sprint later, Juan caught up with and threw himself onto the rear of that horse powered mode of transport, and feet first he then entered the vehicle after having clinged onto its back for a few seconds. Suprised he gazed up into the eyes of his king.
Francis now came out of the alley, having at gunpoint gotten the information that all this was arranged by "the cardinal".
Much later they had gotten the promise of a favour of the Castillian king, and with new fancy clothes where ready to go to the theatre.
Sometimes it's fun with some political intrigue and assassination attempts. I guess this is why some people prefer games where intrigue and conspiracies about. When was this first tried? My first thought is Flashing Blades (and Flashing Blades modules are what we are playing next...), but might be wrong.
After having met the rector of the university, and heard that Francis old friend now was a spy, they decided to go shopping for some fancy clothing suitable for a night at the theatre. Now they had agreed to try to help find that list of contacts for the Invisible University. Cloak and daggers!
Suddenly Juan saw his hated half-brother in the crowd! Without thinking he drew his rapier and started to run. At once someone yelled "Assasin!" and all hell broke loose.
A shot was heard, and suddenly a gilded carriage crashed down the street, mowing down pedestrians like harvesting wheat. From nowhere rushed black clad people with blue sashes, attacking and pushing people aside. Francis got pushed into an alley and beaten, until he managed to shake them off him.
Anna Maria grabbed the reins of the stampeding horses and surfed on the back of one horse, trying to make them stop. At the same time a masked figure jumped on top the carriage and gallantly greeted her as the whole vehicle at last slowed down. She got down, but as another shot ran out an arm from the carriage grabbed her inside.
Juan had, at the same time, fenced his way out of a bunch of the guys with blue sashes, using elbows, knees and sword. Now he thought he saw his brother again, this time running after the newly started carriage. Quickly he drew his gun an shot the "sash" blocking his sight. Naturally, his brother was then nowhere to be seen, but since the vehicle ahead was speeding up he must have jumped inside.
A Olympic quality sprint later, Juan caught up with and threw himself onto the rear of that horse powered mode of transport, and feet first he then entered the vehicle after having clinged onto its back for a few seconds. Suprised he gazed up into the eyes of his king.
Francis now came out of the alley, having at gunpoint gotten the information that all this was arranged by "the cardinal".
Much later they had gotten the promise of a favour of the Castillian king, and with new fancy clothes where ready to go to the theatre.
Sometimes it's fun with some political intrigue and assassination attempts. I guess this is why some people prefer games where intrigue and conspiracies about. When was this first tried? My first thought is Flashing Blades (and Flashing Blades modules are what we are playing next...), but might be wrong.
Welcome, Trollhammer!
For those of you who haven't seen it yet, there's a new blog about T&T out there. Take a look!
Monday, September 27, 2010
"I really want to game that show!"
I've found that after I see a film, or a TV show that I find cool, I immediately want to game that show.
Now, those who have been around have heard of licenced settings, and probably have already experienced the problems with those. I have been thinking along those lines again after having seen a couple of episodes of a show called Leverage. Let me think out loud for a moment, and maybe I have something new to say.
To begin with, let's talk about Leverage for a moment.
In Leverage we have, just like the good old Mission Impossible, a setup where somebody have been harmed by a bad guy and the Leverage team agrees to help them out. Then there's the briefing when we get to hear about the bad guy and how he can be approached. Roles get distributed amongst the experts in the team and they get rolling.
Now. Try to imagine that happening at a game table.
In order to make that work, you'd have to have players capable of from an outline of a villains personality concoct a plan to fleece him of his ill gotten gain. Likely? No.
Sure, if you have a team that must include someone who hacks computers, one who's a master at close combat and one actor it means that the plan will use those skills. Apart from that, sewing together a plan and then pull it off is another matter entirely.
This brings me to the problem with gaming a film or a tv show. You can probably never get it to flow that smoothly unless you have very capable players and have some Director behind the GM screen. So much of that which happens roll along fairly narrow paths. The amount of information available must be just right, and everyone must act in the most logical way. All the time.
If there's a way to make this happen by rules, social contact or something else then I far so far not seen it. I guess I will keep watching films and tv shows and dream of those moments of perfect drama and suspense.
Now, those who have been around have heard of licenced settings, and probably have already experienced the problems with those. I have been thinking along those lines again after having seen a couple of episodes of a show called Leverage. Let me think out loud for a moment, and maybe I have something new to say.
To begin with, let's talk about Leverage for a moment.
In Leverage we have, just like the good old Mission Impossible, a setup where somebody have been harmed by a bad guy and the Leverage team agrees to help them out. Then there's the briefing when we get to hear about the bad guy and how he can be approached. Roles get distributed amongst the experts in the team and they get rolling.
Now. Try to imagine that happening at a game table.
In order to make that work, you'd have to have players capable of from an outline of a villains personality concoct a plan to fleece him of his ill gotten gain. Likely? No.
Sure, if you have a team that must include someone who hacks computers, one who's a master at close combat and one actor it means that the plan will use those skills. Apart from that, sewing together a plan and then pull it off is another matter entirely.
This brings me to the problem with gaming a film or a tv show. You can probably never get it to flow that smoothly unless you have very capable players and have some Director behind the GM screen. So much of that which happens roll along fairly narrow paths. The amount of information available must be just right, and everyone must act in the most logical way. All the time.
If there's a way to make this happen by rules, social contact or something else then I far so far not seen it. I guess I will keep watching films and tv shows and dream of those moments of perfect drama and suspense.
Good web based feed reader, anyone?
I have been using bloglines to keep up with all the good blogs out there. But, now they are closing down. Since that means I have to find an alternative I am out looking at the alternatives.
Anyone have any suggestions?
It has to be web based, handle all the Atom and RSS that the rpg blogs produce, and it has to not be google reader!
Let me know.
Anyone have any suggestions?
It has to be web based, handle all the Atom and RSS that the rpg blogs produce, and it has to not be google reader!
Let me know.
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