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Roleplaying

Organization Fractal [Trappings and Stunts Part 1]

I've been playing Starblazer Adventures recently and a post over on the FATE blog got me thinking about how the different Fractals interact with each other.

In particular I wanted to be able to describe the different organizations in the game in a manner which provides rules for their interaction with characters. I'll try to provide updates as I add Trappings and Stunts.

Arms (Type)

The Monster Files

Much like how people hack Spirit of the Century and call it Spirit of the _______, I am planning on hacking The Dresden Files and calling it The Monster Files. I've been really excited about the Dresden Files RPG and I am already planning what I want to do with it when it is released.

Here is what I currently have decided about The Monster Files.

World Building

I still don't know most of the city creation rules however one of the things I plan on doing for my game is to not only create the city but to also decided how the world works.

Tears of Inixia

What I am learning from my current campaign (part II)

I wasn't planning a second part to this, but I had another session of Umwandeln Herz: Umbra and after reflecting on the session I had a few things I wanted to say about it.

Let the players roll for it

There was a point in the story where the players were trying to get past a man with a gun and a bunch of people controlled by a vampire. The man was on orders from the vampire to only let one of them through and refused to let the rest of the players through.

Avoiding Average Proficiency

One of the issues I've come across in various games is the disuse of average skills. Players generally prefer to use their best skills. The reason is fairly obvious, players want to succeed at what they are doing and so they attempt to solve problems using the skills they are good at.

This habit can lead to a bunch of unused or rarely used skills. While this might lead to a good simulation of a character's actual abilities I feel that it is generally unnecessary to have all those extra skills.

Campaign Ideas (Part 1)

PTA has caused me to think of all sorts of season ideas, it has really started a fire in my creativity. I'm probably going to continue post my different campaign ideas to help me remember them and maybe somebody else will like them too.

A new human colony on a new planet is the beginning of a new chapter in human history. However this momentous occasion is shattered when the colony suddenly loses contact with Earth and is attacked by strange alien invaders.

What I am learning from my current campaign

As I play my current campaign I continue to notice problems with how I am GMing. One of them I already mentioned. However there are plenty of others. I am noting them down in hopes that will help prevent me from doing them again.

I'll add more reasons as I think of them.

Roleplaying, Scenes, and Primetime Adventures (Part III)

Out of all the things in in Primetime Adventures the rotating player determined scenes are my favorite. It is something that seems so simple, you just go around the table calling out scenes, but it is very powerful. Out of everything in PTA it is the mechanic that I am most likely to port to other games that I play.

It puts in the hands of the players the decision of what happens next. This sort of rotating scene framing seems like a magic bullet which cuts directly to things that matter. Instead of asking "What do you do?" the question changes and becomes "What is happening?"

Roleplaying, Scenes, and Primetime Adventures (Part II)

Reading through Primetime Adventures is a strange experience for me. My mind is still deconstructing it but ideas come unbidden to the top of my mind. These are stories that I never would have thought to tell. Yet somehow PTA makes me want to play them.

Again, I'll post more thoughts about PTA as they come to me.

PTA Season Ideas

The ancient Chinese martial artist Wei has finally taken on new pupils. Well he be able to teach them about martial arts and life or will they fall down the wrong path like his last apprentice.

Roleplaying, Scenes, and Primetime Adventures (Part I)

In the last couple of games I played the main problem that I was having was game pacing. One session was mostly undirected with the players not having any idea of where to go. The second session had the same sort of problem, the players were faced with a puzzle that they didn't know how to solve. This lead to a long discussion between players and took a very long time because they even tried to do something about it.

What do I want in a Roleplaying Game?

One of the questions I have continually thought about is what I want a roleplaying game to be like. What are the optimal features that I imagine in the "Hypothetical Favorite RPG"?

Non-binary success

After the players roll the dice is isn't just one of them succeeds and the other fails.

Examples

Wagers from Houses of the Blooded


Arbitrary Character Elements

Your character should have things about them that give them mechanical bonuses which are character based and can be almost anything that the player wants.

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