Role-playing
50 Games in 50 Weeks: Do: Pilgrims of the Flying Temple
By Brent on 7 September 2011
Do simulates a specific fantasy trope: adolescent temple iplgrims who travel the world, helping people and getting into trouble. As limiting as this may appear, it’s easy for folks to grasp and use to tell stories. The system is much more simple than the length of this review implies, and highly story-focused. Your character is represented by two words: an adjective or verb “banner” and a noun “avatar.” The banner represents how your character […]
Posted in 50 Games in 50 Weeks, Role-playing | Leave a response
Upcoming Project: Voidjumpers of Space
By Brent on 2 September 2011
I’m careful to avoid announcing new products until they’re evolved enough that I’m sure I’ll be able to release them. I have 38 pages and over 10,000 words in this one, so I’m confident now. I’m working on a SpelljammerTM adaptation for Dungeons & DragonsTM 4th Edition. Its working title: Voidjumpers of Space. First, a few definitions: Spelljammer was a D&D 2nd Edition supplement for running D&D […]
Posted in Role-playing | Leave a response
50 Games in 50 Weeks: Searchers of the Unknown
By Brent on 17 August 2011
As part of RyvenCon, I decided to stretch myself a little and run a game in a system I’d never tried before: Searchers of the Unknown. Some background is in order: No edition of Dungeons & Dragons has ever been released for free. Moreover, copies of early versions of the game are increasingly impossible to find, except at sky-high prices. Searchers of the Unknown is one of several projects aimed at releasing a free version of the mechanics of early D&D, in this […]
Posted in 50 Games in 50 Weeks, Role-playing | Leave a response
50 Games in 50 Weeks: Hollowpoint
By Brent on 9 August 2011
When my first game of Hollowpoint ended, one player burst out, “That was awesome!” and the others agreed that they’d like to run Hollowpoint again a bunch of times, trying different setups every time. So, yes, this is a fun system. Hollowpoint is built to tell stories about Agents on a Mission. These are the kinds of stories where everyone wears a black suit and a narrow tie, and carries a gun. Quentin […]
Posted in 50 Games in 50 Weeks, Role-playing | Leave a response
50 Games in 50 Weeks: Freemarket
By Brent on 25 July 2011
As part of RyvenCon, the online gaming con, I played a quick game of Freemarket. Freemarket’s a fascinating system and world, which I honestly had trouble wrapping my brain around. That’s not a complaint or a suggestion that either system or world are deficient; they’re just sufficiently unusual for me to feel lost on mechanics and their consequences. Freemarket is set on a space station, in a post-capital society of plenty. Everyone has enough food and clothing. Matter printers […]
Posted in 50 Games in 50 Weeks, Reviews, Role-playing | 3 Responses
50 Games in 50 Weeks: Introduction
By Brent on 17 July 2011
I want to be a better game player, a better GM, and a better game designer. I’m poor at playing. I just don’t get deeply into my characters, and I don’t remember the system well. I’m a pretty effective GM, I think, but my narrations are often bland and I hesitate often. I don’t prove a smooth play experience. I need exposure to a lot more games to have a sufficiently large toolbox of mechanics to use when designing games. One […]
Posted in 50 Games in 50 Weeks, Role-playing | Leave a response
An All-Digital RPG: The Flip Side
By Brent on 13 July 2011
I wrote a little while ago about a model for an RPG handled entirely via apps and software, in which all the mechanics are run by computers and the humans just see the results. This is conceptually elegant; let computers handle the number-crunching they’re good at. But there are problems. For one, the system has to have apps for many different devices. In the current market, that’s a lot of work. This means, at minimum, an iPhone app, […]
Posted in Role-playing | Leave a response
An All-Digital RPG System
By Brent on 7 July 2011
Imagine an RPG system that’s handled completely with digital tools. Not only is your character sheet displayed on a screen, the mechanics are handled there, too. Imagine this: a group sits around a table, each participant holding a smartphone, PDA, or tablet. The GM touches “Moderate difficulty” on his tablet and asks Maria for a Perception test. She touches her Perception stat; it immediately rolls and flashes the result, “19,” […]
Posted in Role-playing | Leave a response
Dragon Age is D&D 4.5
By Brent on 30 June 2011
I recently grabbed the Dragon Age Quickstart Guide, and I love this system. Haven’t played it yet, which may change my opinion of course, but I love what I see. Were I to design D&D 4.5, I’d make something very similar to Dragon Age. For simplicity’s sake, I’m going to describe DA in comparison to D&D 4E. Instead of rolling a d20 on tests, you roll 3d6. This gives you a lovely probability distribution curve, […]
Posted in Role-playing | Leave a response
What Do You Want Your Fights to Feel Like?
By Brent on 24 June 2011
This applies to GMs and to designers. For GMs: What fights do you want? Take a moment to imagine the feel of those fights. A big, roaring monster? Swarms of mooks rushing at the heroes? A cackling, insulting controller with a bunch of minions? A squad of enemies, each with its own attack patterns? Choose monsters that fit that theme. For designers, this gets more interesting. What sort of conflict do you want in your […]
Posted in Role-playing | Leave a response