Thursday, August 31, 2017

RPG a Day 2017--Day Thirty-one

Thirty-one days, finally complete. I'll be writing a kind of overview of this whole thing later on, when I have a chance to rest up a bit. It's kind of daunting coming up with something to say on every question for a month.

It's not just that not every question is exactly the kind of question that I would want to answer when talking about RPGs. It's knowing that I was holding myself to answer every single day, on time, for the whole month. And it looks like I managed to do it. I'm giving myself XP.

Anyway, let's look at the final question for the month.

What Do You Anticipate Most for Gaming in 2018?

I can't point to any one game or product. Sometimes I don't know about some of the most exciting products until a few months before they come out, and other times, the people putting out that game don't know if they are going to hit their target dates.

So rather than products, what I'm looking forward to the most for gaming in 2018 is the potential to hit some conventions.

In recent years I have only been able to go to my local convention, Winter War, in January in Champaign, Illinois. Its a good local convention that has its quirks, but its been the extent of my convention attendance.

I'm hoping to potentially hit Gamehole Con, and maybe Hero Con next year, and I really hope to run into some of the people that I have interacted with online, so that I can game with and/or talk to them in person.

Wednesday, August 30, 2017

RPG A Day 2017--Day thirty

Day thirty. We're almost at the end.

What is an RPG Genre-Mash Up You Would Most Like to See

It is very hard to come up with genres that have not been mashed up in RPGs previously. Pick a genre. Pick another genre. There is probably a game at the intersection of those genres.

Steam-punk Mechwarrior? Modern day magic spies? Monster hunting spies? Old west/fantasy creatures? Muppets that fight each other in an ongoing war?

I'm defaulting to something I would love to do sometime if I ever find the time and talent to come up with a way to create it. I want to make a game about being a reporter in a world where there are super-hero rock stars, giant alien robots, high tech anti-terrorist teams, and monsters that live deep underground that invade the surface world.

I want the Hector Ramirez RPG.

Tuesday, August 29, 2017

RPG A Day 2017--Day Twenty-nine

Day twenty-nine.

What Has Been The Best Run RPG Kickstarter You Have Backed?

I can't speak to best run, because I don't know how organized or successful the numbers looked on the company side of things. From my perspective, as a backer, I can say that the return on investment that I got both for Fate Core and for Shadow of the Demon Lord made me feel like I owed both of those companies extra business, because I received so much from both of them.

Monday, August 28, 2017

RPG A Day 2017--Day Twenty-eight

Day twenty-eight. If this were February, this would be the end of the month. Except once every four years. But still, really close. I wonder if Gen Con is in February in an alternate dimension, and if so, if this series of questions is also in that dimension, and also in February.

Have you ever noticed the more times you type the word February, the less it looks like you are spelling it correctly?

Where was I?

What Film Series is the Biggest Source of Quotes in Your Group?

Well, I have multiple groups. And it tends to vary. It's not uncommon for us to go off on a quote spree, but it is often set off by the specific game (or sometimes adventure) that we are playing. Star Wars, the Princess Bride, and Monty Python and the Holy Grail are obvious ones over time, but lots of situational moments with other movies happen, and I can't possibly chart which ones happen most often.

I would have to say my group has a plethora of movie series quotes.

Sunday, August 27, 2017

RPG a Day 2017--Day Twenty-seven

Up to day twenty-seven. On the home stretch. Let's look at today's question.

What Are Your Essential Tools for Good Gaming?

 I'm not even sure how to answer this one. I mean, aside from the bare minimum you need to play the game (i.e. rules, players, dice if the game uses them, etc.), I'm not sure anything is essential. I have things that make me more comfortable, which vary from game to game.

If I had to say one modern "tool" that I use across multiple RPGs to good effect? Index cards.

Saturday, August 26, 2017

RPG A Day 2017--Day Twenty-six

 RPG A Day, day twenty-six: we are running out of provisions, and the sharks are circling closer to the blog--wait, no, that's not right.

What RPG Provides The Most Useful Resources?

While it's not a universal requirement or practice for every game that has been based on the core engine, most Powered by the Apocalypse games provide incredibly useful resources to play the game.

Games that provide basic move sheets, playbooks, and GM sheets generally provide any reference you would need to run the game on a few sheets of paper, which makes running the actual game so much easier.

Friday, August 25, 2017

RPG A Day 2017--Day Twenty-Five

Day twenty-five. This is the silver anniversary question, for those of you keeping track.

What is our silver question for today?

What Is The Best Way To Thank Your GM?

This feels a little self serving since I usually GM, but here's a list. It doesn't involve gifts, or snacks, or anything like that.

  • Give honest, constructive feedback
  • Communicate your intentions and work with them to tell a good story
  • Work with your fellow players to make sure your GM doesn't have to be the group therapist
  • If you can't make the game session, treat the game as a serious commitment and let them know as soon as you know you can't make it
In general, just remember that the GM often puts more effort into the game than the players, and treat the GM accordingly. 

Thursday, August 24, 2017

RPG A Day 2017--Day Twenty-Four

Today, we reach day twenty-four of RPG A Day. I'm going to ask your forgiveness today. What is today's question?

Share A PWYW Publisher Who Should Be Charging More

I'm not shy about sharing RPG material that really impresses me. One of the reasons I started doing the reviews on the blog was to share my thoughts on products that I had purchased with other people. I love calling out the things that speak to me in the RPG industry. I love people that pour their heart and soul into games so that people can come together and share them.

I can't really drop everything and single out one publisher to single out. Further more, I can't speak to their pricing strategy. Some publishers charge PWYW for some products to get a set of rules into various people's hands so that they can sell additional supplements. Some people shared an item for free before they had a venue to host their product, and because it used to be free, they don't want to ask money for their product.

In many cases, it will make a person more money to charge a very small amount than it will to charge PWYW. As someone that has a couple items on the Dungeon Master's Guide, I can attest to this. When I was charging a couple of dollars for my stuff, I actually made money (very little, but some). Since I shifted my stuff to PWYW, a lot of people appreciate my generosity silently, and that's cool. I get it.

You have to charge what you want to charge. You have to have a strategy. I'll point you to people that I like, and if they happen to be posting a good product with a PWYW price, I'll encourage you to let them know what you think of their product with your dollars. But I'm not going to second guess a marketing strategy.

Wednesday, August 23, 2017

RPG A Day 2017--Day Twenty-Three

So, we're up to day twenty-three of the RPG A Day questions.

What's today's questions?

Which RPG Has The Most Jaw-Dropping Layout?

A question with just a wee bit of hyperbole.

A lot of games spring to mind. Trying to figure out which game specifically jumps out, however, is really difficult. I love the Warhammer 40K RPGs, and the Midgard campaign setting books look amazing. I recently looked at Starfinder, and that's a really striking book.

But to me, layout is more than just "wow this looks cool." Some of that is art direction. Some of it is layout. But layout is also how the book is arranged and what that arrangement does for the reader.

Throwing that into the mix, I think I'll have to give the nod to the Cypher System games. The use of the sidebars to either define concepts used in the text, give summary stat blocks, or to give page references is very functional. The books also use quote boxes to call out the main concept being conveyed on a page, as well as using the traditional sidebars that are fairly common in other RPGs, and some amazing artwork.

I've seen a page with colors and art that really looked amazing. But when used effectively, good layout isn't really about dropping your jaw. It's about easing the cognitive load when using the book in question. At least to me.

Tuesday, August 22, 2017

RPG A Day 2017--Day Twenty-Two

We're up to day twenty-two of the RPG A Day questions. so let's look at what our question is for today.

Which RPGs Are The Easiest For Your To Run?

Alright, fairly straightforward question, but with the zinger of implying more than one answer. I can do this. I've got this . . .

By no means does this question indicate that the games involved are easier games to run than other games. These are games that have a confluence of concepts and rules that I'm comfortable with, and themes that are imbedded in my brain.

With that out of the way, I'd have to say that it is fairly easy for me to fall into running a game of D&D 5th edition or Monster of the Week. Yes, those are two very different systems.

D&D 5th edition is easy for me to run because I can go through most of a session without looking at rules (not counting stat blocks). It reminds me a lot of AD&D 2nd edition, which I ran so much back in the day, and could quickly write up an outline of an adventure 10 minutes before a game and just look up stats in the Monster Manual.

In fact, 5th edition reminds me so much of those old days of D&D, it's actually tougher for me to run things like Storm King's Thunder, even though I'm running that so that I have an "end point" for the campaign. I mean, I can come up with individual adventures, but coming up with a satisfying ending for a campaign isn't always easy.

I've loved monster hunting media for so long that Monster of the Week just feels like home to me when I run it. I can draw on watching Ghostbusters when I was too young to get the Cthulhu homages, my 3,578 viewings of Fright Night*, watching X-Files, Buffy, Angel, the Ghost Whisperer, and 12 (!) seasons of Supernatural. There is just something fascinating to me about monster hunting as a sub-genre of horror. But I've gone on about that before.

Star Wars just barely misses this list, for one reason. I can come up with single missions or dungeons for D&D. I can come up with one mystery with a weird monster and a strange situation for the hunters to deal with for a one shot. I have a lot harder time telling one off stories in Star Wars without wanting to create more of a story arc. So it takes a little bit more effort.

Monday, August 21, 2017

RPG A Day 2017--Day Twenty-One

Only ten more of these to go!

Let's jump into question number twenty-one of RPG A Day, and that question is:

What RPG Does The Most With The Least Words?

This is a really difficult question. If definitely seems to lean towards asking "what short form RPG is technically complete but way shorter than most RPGs," but its not quite that specific.

I guess it would be tempting to just pick a very short indie game and point out some of the really amazing play experiences that those games provide.

I haven't played nearly enough of those games to be fair to any of them, and I feel more like leaning into "what strikes a balance between being a relatively short game, but with a satisfying amount of content that allows for a good amount of versatile playtime."

As an aside, I'm increasingly playing the side-game known as, "how much can Jared rephrase these things to answer a different question than the one asked."

On that note, I'm going to give the nod to Fate Accelerated, because it's a pretty powerful set of rules for the number of pages used to detail those rules.

Sunday, August 20, 2017

RPG A Day 2017--Day Twenty

Well. It's day twenty. I applaud anyone for coming up with 31 questions that don't look like the exact same 31 questions from the previous years. I respect that quite a bit. So, disclaimer in place, let's get to the answering.

What Is The Best Source For Out-Of-Print RPGs?

A few days back Brandes Stoddard made a comment about one of these questions feeling more like market research than an actual discussion question. That is exactly what this question feels like to me. As I said, I appreciate the effort it takes to make this list, but for some reason, this question really bugs me.

I'm not even saying it's a bad topic in some other context. It just feels really weird, when the rest of the questions circle around "what's you play experience," "what do you wish your play experience to be," "what games might you have in common with others," "what new games should people look at that they may not have seen yet," and then you get--"Hey, where should people shop?"

It's like getting into a discussion on dice probability in a given game system, and then having someone interject that the color of the dice is important, or discussing inspirational movies to watch for a genre, and having someone mention that they always drink Mountain Dew at the table.

So, I give my utmost respect to people trying to come up with 31 relatively new questions every August. That is awesome, and I love the conversation that these questions generate. Its just every once in a while, the conversation they generate in my mind is about the direction the questions have been going, and if they all fit into the same sphere of discussion.

Saturday, August 19, 2017

RPG A Day 2017--Day Nineteen

Everybody's blogging for the weekend. Everybody needs a little question number nineteen. Oh yeah.

Hey, it's been nineteen days of trying to come up with opening comments. Sometimes you're going to leave the audience a little cold.

Anyway, our  question today is:

Which RPG Features the Best Writing?

This is a big huge gigantic question that can in no way be satisfactorily answered. Next question!

Okay, fine, I'll twist it a little.

Everybody that had the first edition AD&D books remembers Gygax's prose and dungeon master advice. What I had forgotten about, until I recently started reading through it again, was the tone of the Marvel Super Heroes game.

When I had only been exposed to very serious commentary on rules, Marvel Super Heroes talked to me, directly, as a gamer. It make jokes. It even admitted when it made bad jokes. It used the personalities of the characters in the setting to illustrate things, sometimes by having them introduce sections.

It was a neat change of pace, not just because of the tone, but because it felt so in tune with the Marvel comics of that era.

I don't know if it was the best, but it was probably the first time I noticed that you could tailor your writing both to engage your audience and to use the style of your rules presentation to elicit the feel of the setting you were emulating.

Friday, August 18, 2017

RPG A Day 2017--Day Eighteen

It's Friday. It's time to get ready for the weekend. And what better way to get ready for the weekend than to talk about RPGs?

Today's question:

Which RPG Have You Played The Most In Your Life?

I am so boring and obvious.

Even if you broke this down by editions, I'm pretty sure D&D would win. Even if I didn't count my high school era gaming, I'm pretty sure this would win. The only really challenging thing would be if I tried to break down what edition I  played the most.

That would probably depend on if you lump Pathfinder into 3rd edition D&D, and if you count 3rd edition as one edition, or separate out 3.5.

If Pathfinder doesn't count, 2nd edition would probably win.

In my high school years, Marvel Super Heroes was a close second, even though reading through it recently made me realize that I just mentally shoved a few fairly important rules off to the side for years.

And to think, I was so sure I was done with D&D. Ah well. At least I have some variety in my gaming diet beyond only playing D&D.

Thursday, August 17, 2017

RPG A Day 2017--Day Seventeen

It's Thursday, and what's more natural than the number 17 on a Thursday? I have no idea what that means either, but here's our next question.

What RPG Have You Owned the Longest and Not Played?

Ars Magica. As we speak, I've got two editions on my hard drive, and I haven't made it through either of them, let alone played them.

I heard about it a lot in the past. I was really curious about it. The setting and the campaign structure sounds fascinating. Every time I have sat down to read the book (any edition), I haven't been able to get into it.

I don't know why. It's not even the "this is like reading a math textbook" lack of ambition that struck me with Hero System. I just couldn't concentrate well enough to absorb what was in the book. At some point, I really need to make time and give it another  go.

Wednesday, August 16, 2017

RPG A Day 2017--Day Sixteen

Day sixteen of RPG A Day looms on the horizon, and the question it presents is--

Which RPG Do You Enjoy Using As Is?

I'm going to be a pain again, and say, "most of them."

That's not to say I don't like optional rules. I love the little rules widgets in the DMG, and the some of the optional rules that come up in the career books in Fantasy Flight's Star Wars games. The larger and more complex the rules set, the more likely I am to look at optional rules. But most of the time, I do want to get an impression of how the rules are suppose to work before I start tweaking.

This wasn't always the case. There are times I want to go back in time and slap myself silly over the way I ran 3.5. I had all kinds of houserules to try to evoke 2nd edition quirks here or there. I will say, compared to another GM that we had for our group, I have long had a deep and abiding love of campaign standards, so I wasn't making changes on the fly, only at the beginning of a campaign, or when we had a natural break where I could poll my players and ask "hey, how does this sound when we start back up?"

Tuesday, August 15, 2017

RPG A Day 2017--Day Fifteen

Almost at the halfway point for RPG A Day. Today's question is:

Which RPG Do You Enjoy Adapting the Most?

Time to engage the wet blanket mode!

I don't. I mean, I've posted a lot of things on this blog adding in house rules or tweaking things, but if the question means something like "I like using 5th edition D&D to run a Japanese tea ceremony based diplomatic game" or something of that nature, I don't really want to do that. I like playing too many different games to do that.

More robust rules systems usually have room to tinker. I've definitely worked with ways to make movement more about narrative position than tactical, for example. But that's still trying to use similar technology while staying as true to the original concept of the rules as I can.

I'll be honest--I'm more likely to use things like the Fate Toolkit to modify an existing setting than I am to try and come up with a setting from scratch, even collaboratively. I just like having a strong concept in place before I start to tinker with it.

So I don't really enjoy adapting RPGs. Sorry about that.

Monday, August 14, 2017

RPG a Day 2017--Day Fourteen

Up to day fourteen of RPG a Day, and here is today's question:

Which RPG Do You Prefer For Open-Ended Campaign Play?

Well, this is awkward.

I don't prefer open-ended campaign play very much these days. Because I like campaigns to have satisfactory endings, and I like to play a wide variety of games, I tend to run games in "seasons" these days.

Part of why I prefer this style now is that in the past, I had so many games that just drifted off, and it felt like I let down the people playing. Being able to run a 9 to 12 session "season" of a campaign, knowing that we completed a large story arc and may come back to these characters, feels a lot more satisfactory.

Now, if we twist this question, just a bit, and turn it into "what RPG do you prefer for open-ended play," meaning, "I don't prep anything and let the game develop when I start running each session," then I'm going to go with World Wide Wrestling. While I might play on feuds that started in other sessions, or reference events that happened in other games, I never start booking matches until we sit down at the table, and I often have the players do some "outside the episode" scenes from The Road supplement to help shape what's going to happen for the night.

Sunday, August 13, 2017

RPGaDay 2017--Day Thirteen

Time for lucky number 13--the day thirteen question for RPG A Day this year. That question happens to be:

Describe a game experience that changed how you play.

Totally not a question, but we've gone down this route before . . . 😉

Now, to get a bit more serious about the question. I think the first experience that fits the description that springs to mind is when I first started running Marvel Heroic Roleplaying.

I think it is safe to say that most of the games I had played up to that time were designed to emulate living in a given genre, rather than the genre itself. The rules were used to model the world, and you were encouraged to think and make decisions based on how you would if you were a person living in that world

Marvel Heroic Roleplaying encouraged thinking about the narrative of comics. Not acting the way you would if you had Peter Parker's powers, but thinking of how Spider-Man would react in a given scene to make that scene feel the way it did in the comics in which the character has been featured.

You were still playing a role, and making decisions for the character, but you were doing so in a manner that was much more conscious of the genre and its tropes, and the game rewarded you for playing to the tropes.

Not only did I really enjoy running Marvel Heroic, but it was the first time that I ran a game online for people I had not met. Running Marvel Heroic for the first time got me back into running games at conventions, because I had a rekindled urge to play with new people that I had never met, and it helped me to better understand more narrative games, like Fate and Powered by the Apocalypse games.

And it all goes back to that first session of Breakout that I ran all those years ago.

Sailing the 7th Sea--My 7th Sea One Shot (8-12-2017)

I took to heart the advice I got about running a 7th Sea game to see how it worked at the table. I got in contact with a few of my friends from games that I have run in the past, most recently my Monster of the Week campaign (and also D&D Adventurers League). Upon contacting my friends to see if they would be up for a one shot of the game, my friend actually found a coworker that had playtested the game when it was Kickstarting, and she wanted to know if she could play as well. That brought me up to five players.

The new FLGS is located in a mall, and they have permission to run events in the hallway outside of the store. Since there was a Warhammer 40K tournament today, we got to play out in the hall. It was actually kind of fun. We had two tables next to the food court, and it was actually more comfortable than trying to squeeze into the store.

Our Characters

I wanted to make sure that the players had a chance to make up characters, so we started earlier than I normally would. I printed out character sheets and a cheat sheet for each of the players. The team we ended up with consisted of the following heroes:

Ashleigh Winters, Avalon Duelist/Knight Errant

William of Lochlarn, Highlander Bard/Seanchaidh

Felix, Montaigne Criminal/Orphan

Ivan Markevich, Ussura Cossack/Farm Kid

Karen Wolfke,  Eisen Mercenary/Monster Hunter

One one hand, people picked a wide range of national origins, which could have made getting them together tough. No one really wanted to go with the "shared secret society" angle, either. Thankfully, the stories of multiple characters allowed for some interaction and some guidance on how to get the team together. I decided to run an opening scene with each character to get them to Avalon, where Ashleigh was already waiting for them. William had met Ashleigh before, and because of some imagined slight, he wishes to duel Ashleigh, but Ashleigh won't agree to it. Because of that, William is following Ashleigh around until he convince him to duel.

Felix is a thief that travels from place to place looking for a score, ostensibly to steal from the rich and give to the poor, but often becoming too tempted with wealth to do the last part of his initial plan. Ivan accidentally defected from the Ussuran military by boarding the wrong ship. I honestly loved his story, which he named "Accidental Deserter," which requires him to make it home to Ussura to explain how he got on the wrong ship.

Opening Scenes

William started out running from members of another Highland clan, who were convinced he had stolen their horse. This impression was bolstered by the fact that the horse's livery had the other clan's symbols all over it. William spun his horse around, drove hard between them, then jumped across a ravine to escape them, driving hard for Carleon.

Felix got a tip on how to break into a Montaigne expatriate's house in Carleon, and in the course of breaking in, Felix found some strange papers along with the jewelry he had hoped to score. Upon seeing watchmen on the street below, Felix knocked out the captain with his sack of treasure, then took out the rest, and lifted a pass that the watch captain had, allowing him access to restricted parts of the city.

Ivan was on a ship sailing out of Vesten, hoping to convince his hosts to drop him off somewhere that would allow him to make his way home. When a storm blew up, Ivan's ship seemed to be hundreds of miles off course, with a broken mainmast, about to slam into a cliffside. Through a major feat of strength, Ivan held up the broken mast long enough for the crew to steer away from the cliffs, and the ship sailed into the nearest port, which was, impossibly, Carleon.

Karen was travelling with a Vaticine priest that was helping her hunt monsters, and when he died, he asked for her to return his body to Carleon, where most of his family lived. Because of the curse laid on the priest, he may rise as an unquiet spirit if the wake isn't performed properly, so she had to find an officiant, the proper venue, and invite his family. She managed to find the venue and officiant, but failed to invite his family members. The priest's spirit was laid to rest, but a minor curse of bad luck fell upon his family, which she now feels compelled to lift. She began to research where all of his family members were located to help them.

Ashleigh was being questioned about indiscretions related to Lady Ashmore while Ashleigh was on his last mission. He managed to talk his way out of trouble, and was given the mission to board the Silver Starlight, a merchant vessel plying the Montaigne straights, to investigate why ships had been disappearing in the straights, leaving no signs of being wrecked or scuttled.

Out On The Streets

Ashleigh walked out of his hearing, near the docks, at which point William found him and challenged him to a duel. Ashleigh told William that he had important business, but they could conclude things later. William threw a fit, and attracted attention of from Ivan, Felix, and Karen.

Hearing about the disappearing ships, Karen wanted to investigate possible ghost ships. William, who was extremely skeptical of the supernatural, laughed off the notion. Felix decided to join the investigation because the papers he stole from the Montaigne expatriate mentioned payments that indicated that the disappearance of the ships were related to some kind of payment to the expatriate. Ivan just wanted to talk to someone in authority to ask for a ride home.

Ashleigh told Captain Chelin of the Silver Starlight that the rest of the heroes were his cohort for the investigation, but since William had bargained his own way onto the ship, he allowed William to be put to work as a hand on the ship.

Dinner Time

The party was invited to dine with Captain Chelin, except for William, who was sent to serve the party in the captains quarters. After introductions, the first mate brought word that a strange ship was seen on a parallel course to the Silver Starlight. Karen and Ivan raced each other up to the crow's nest, Felix stole a spyglass, and Ashleigh politely thanked the captain for dinner before stealing Felix's spyglass back from the thief.

The ship in the distance was the Vile Lass, an lost Montaigne pirate ship. On the deck was a pale man in out of fashion captain's gear, with glowing red eyes. The group also spotted a strange, small island that doesn't appear on any charts.

The team headed to the mysterious small island to investigate, while staying away from the circling Vile Lass. On the island, the group found that the ground was oddly spongy, and beneath what appeared to be rocks and soil was grey sludge of some kind. At this point, another much more fashionable dressed Montaigne ripped a hole in reality with Porte magic, and expressed surprise at the people on "his" island.

After getting bashed in the head with a barrel and stabbed by Ashleigh, the Porte sorcerer opened more screaming wounds in reality, dumping masses of tentacles and eyes onto the island. Karen and Felix both fell through the crust into the island, into the grey sludge. The Porte using Montaigne left before anyone could assault him further, leaving the heroes to deal with his tentacled masses.

Ivan turned into a bear using his native sorcery and saved Felix from the tentacled horror, after Karen "saved" him by throwing him clear of the sludge. Eventually the creatures were dispatched, but William decided the small island, devoid of caves, must have had a bear living on it, and wondered where Ivan went.

Ship to Ship

The Vile Lass closed on the Silver Starlight, and after a quick conference and work from the ship's surgeon, the heroes attempted to board the Vile Lass before she began to open fire on the Silver Starlight.

Ivan swung across into the gun wells of the Vile Lass, while Karen and Ashleigh swung across to the deck, and Felix waited until the ships got close enough for him to jump across without a rope. Karen and Ashleigh barreled into a deck full of skeletons forming into crew.

Under the decks, ghostly crew members loaded cannons to fire at the Silver Starlight. Ivan moved one of the cannons so that it fired across to take out the other cannons. He then waited for the ghosts to light the cannon again, and aimed it at the deck of the ship.

Ashleigh and Karen finished off the skeletal crew, and as William charged across the deck, he wondered how the captain animated the skeletons to scare off his victims--probably wires of some sort. William then charged the captain, while Felix crept up behind him. Ashleigh and Karen engaged the spectral captain from the front.

Surrounded, the captain lashed out, primarily at Karen and her special sword, glowing in the presence of the supernatural. The captains sword was covered in frost as he attempted to freeze the monster hunter, but the heroes managed to hold him off long enough for Karen to put her pistol under his chin, pull the trigger, and when his head started to reform, she ran her monster slaying blade through his body, causing him to fall into a pile of clothing, devoid of captain.

Felix stole a strange compass from the captain's body, which looked much like the compass held by the Porte mage on the strange island. Ivan's work below decks caused the ship to sink, and the heroes crossed back over to the Silver Starlight, watching the ship dissolve into mist as it broke apart. William decided that the supernatural is extremely unlikely, but perhaps a few people still make unholy bargains with Legion that pay off.


This session went really well. I didn't prepare anything, other than to have cheat sheets ready to remind me of rules without looking them up, and to give me some hints at scene structure. Once the characters had stories in place, I put together the outline of a plot for the session.

I allowed Karen a Dracheneisen sword as a special item, even though it was a bit much for a Signature Item, but this was potentially a one shot, and she agreed that if we ever moved to a long term campaign with the same character, she would rework this part of the character.

The story that William's player wrote was to gain Comaraderie once he realizes he doesn't want to kill Ashleigh. I love that story. I also love that Ivan is attempting to get the title of "Trustworthy" by returning home to explain his accidental desertion. Felix is going to accidentally get a reputation for stealing from the rich and giving to the poor, despite not actually following through on the second part. He's going to accidentally help out repeatedly. I loved that I could dive straight in to Karen's past with her priest friend in the intro. The stories gave me a lot to work with.

I was surprised that, as soon as I explained the "I Fail" mechanic, I had multiple players volunteering to fail to see how the mechanic looked. It was a great show of trust and enthusiasm for seeing what I would do with the mechanic.

I had a lot of fun coming up with Opportunities, although I started one scene without establishing consequences or coming up with Opportunities, but it happened less often than I thought it would. A few times I let people do a little too much with their raises at one time, but after allowing it, I mentioned that I should have split the different actions into different parts of the round, and everyone understood. It didn't happen too often, but at least twice.

I'm definitely looking into finding a way to fit a regular 7th Sea game into my schedule after this session.

Saturday, August 12, 2017

RPG A Day 2017--Day Twelve

I'm running behind, so it's time to play catch-up. We are up to day twelve of the RPG A Day questions, and today's question is as follows:

Which RPG Has the Most Inspiring Interior Art?

Tough question. Most RPGs from at least a moderate sized company have very talented art directors, with a crew of talented artists to draw from. I think that, first off, I'm going to exclude anyone that uses existing artwork from other sources. That means things like DC Adventures is out the running, because while the art is inspiring, it's also directly from the source material. It still takes a good eye to format the art, and a strong sense of what is needed to choose the right existing art, but it feels like a different "category" than we are discussing here.

I'm not going to say that this is the "most" of anything, because there are too many games out there. I will say that Headspace was very striking to me. Brian Patterson's artwork does an amazing job of portraying nuance within a comic strip style of art. The characters in the book are in a terrible cyberpunk world that has suffered criminal abuse from corporations, but the operators still have a certain determination that conveys the feel of fighting a difficult uphill battle to make the world better, but believing that battle can be won.

The contrast between the setting, and the goals of the operators, and the combination as expressed in the illustrations, make this a product I wanted to call out.

Friday, August 11, 2017

RPG A Day 2017--Day Eleven

One and one makes eleven. Well, I mean, it can. Not when you add them. That would be two. But you knew that. Regardless, it's day eleven of the RPG a Day challenge, and our question today is:

Which "Dead Game" Would You Like to See Reborn?

We live in an era where dead games don't stay dead for very long, and where, if you can't find the game in print, you might be able to find a retro-clone that is fairly close to that game.

For the purpose of this question, I'm going to assume that the "reborn" game is official, meaning that not only is there a game similar to the original game available, but any IP associated with that game is brought back to life as well.

If I add all of that together, I think I'm going to lean heavily towards Star Frontiers. In my early gaming career, Star Frontiers came in third place, behind D&D and Marvel Super Heroes. But it was a really close third.

Additionally, Star Frontiers is one of the few games I managed to run for my older sister (she from whom I stole my D&D Basic set back in the day).

I liked a lot of the setting elements and new equipment that showed up in the Zebulon's Guide to Frontier Space, but the new resolution system introduced seemed to kill interest in the game with my limited group of gamers in my youth.

I know there is a new retro-clone on the way for a Star Frontier's experience, but I'd love to have an official way to run a group of Pan Gal troubleshooters on a mission to undermine the Sathar.

Thursday, August 10, 2017

What Do I Know About WHY I Review?

Today’s RPG A Day question, which asked where you go for your RPG reviews, sparked a lot of discussion that I wasn’t expecting. Primarily, it pointed out to me that some people that I respect a great deal either don’t think the RPG industry is large enough to support traditional critical reviews, or that reviews that do not include play experience with the game are of great value.

I’m not taking to the internet to tell anyone that they are wrong, or to defend why I do what I do. In fact, the existence of my blog or my reviews is ancillary to my personal beliefs on this topic. My only point is to explain why I do think there is value to reviews, even reviews that are written before the play experience can be factored into that review.

Let me summarize some of the (entirely valid) points that I have seen made across the internet today:

  •            People would not review movies or video games based only on scripts or instructions
  •       The play experience that you might envision from reading the rules may not match the play experience of running the game
  •       The RPG industry is too small to be served by more academic reviews, and is better served by discussions about games

The first thing I would like to do is to say that I agree with all those statements, if they were amended to say that all those things are important, but not to the exclusion of thoughtful reviews.

Comparing a review of an RPG rulebook to a script or set of instructions misses some of the nuance of what the game book actually does, and what players of an RPG are expected to do. The rules in the book are the code that the players use to run the game. They aren’t exterior instructions, but the actual language that should be understood and engaged to make the game work. It is not the whole experience, but it is a greater part of the experience than the elemental components of other styles of entertainment.

I used this analogy in a recent review, but if you saw an impressive Lego set, and you wanted to build the model shown on the front of the box, you would likely be disappointed if the instructions were deficient in telling you how to do this. You have all the components. The Legos are no less awesome, and the final product will still be impressive, but it is important to explain to a prospective buyer that they are going to invest a significant amount of time in just analyzing the components and using their own knowledge to fill in the gaps in the instructions.

The play experience will almost certain not match exactly what you envision in your mind when you read through a book. When you engaged the rules as you read, you were facing the rules one on one, directly. At the table, you will have multiple people thinking of interactions that did not occur to you when you were reading, just by diversity of thought. But while I will certainly agree that the play experience will be different than you envision, I also think that it is possible to find where you, personally, will have problems engaging with the rules before it comes to the table.

The RPG industry is relatively small compared to other entertainment industries. I think it is very important that there be open and communicative places for gamers to go to ask questions and posit new ideas. It is also true that some people are new to an RPG community at any given time, and may not be comfortable engaging in conversation about an RPG. Some people, even when they have been part of a community for a long time, remain more comfortable as spectators and consumers than active participants in conversations. In fact, it is a trap that various RPG communities fall into, when they assume that only the people that are actively communicating are receiving any benefit from the existence of the community.

Because there are people that are not active conversationalists, I think it is even more imperative that reviews exist that might spell out, clearly, what the reviewer expects from a product, what the product delivers, and where the product may not be as it seems. To those people that either do not wish to engage, or just don’t wish to engage consistently, I think there is a definite value to presenting a thorough, well-reasoned review.

  •          Actual play experience is always going to be a valuable piece in evaluating a game
  •          Dynamic conversation is always going to create a more textured understanding of a topic than the static opinions of one reviewer

Neither of these facts invalidates the usefulness of reviews, and specifically, reviews that are based only on the product, and not the full play experience.

Why I Love Reviews

When I was a younger, I loved watching Siskel and Ebert. My mother hated the show. Her opinion was that these were two people that sat in judgement of things other people might like, and told them what they should think. For some reason, despite being in my formative years, I never adopted her opinion. I would go out of my way to watch the show, especially if something I wanted to see was featured.

Yes, there were times I would get angry when something I was sure was the greatest movie ever made got panned. But I kept watching. I even watched those “boring” reviews of things like dramas and romances that I knew I was never going to like. Why couldn’t they just keep talking about action movies and sci-fi and horror? But things started to seep into my brain. They weren’t just watching these movies deciding what they liked and what they didn’t without any guidance. They compared them to other movies that had attempted the same techniques. They pointed out where some aspects of the movie were good, even when the movie, as a whole, didn’t work.

Eventually, I realized that what I liked was the analysis, not the final opinions.

By the time I started to realize how much I liked the analysis of pop culture, I started reading RPG reviews in Dragon Magazine. I started reading reviews before I ever played anything other than Dungeons and Dragons. I read reviews from people like Jim Bambra, Rick Swan, and Allen Varney, and I started to see that not all RPGs had similar rules to D&D, and that the way an RPG held together internally was more important than if it seemed like a cool way to use laser guns in a d20 level based system.

To this day, I haven’t played half the games I read reviews for, and yet, the analysis of presentation and rules in those articles helped create in me an appreciation for multiple rules that can be used to accomplish similar things in different context.

But It’s Not That Simple, Right?

For a review to have value, I think there are some important elements that must properly align. While I don’t think a reviewer needs to have played the game in question to write a valid review, I do think that a reviewer needs to have played a wide range of RPGs to give the best review.

A person that has only played level based d20 games may give a decent accounting of a supplement for a game with that same base assumption, but when faced with a more narrative game, they aren’t going to be able to provide as many useful insights. I can attest to this myself. When I first read Dungeon World, I didn’t get it, and while I stated that fact on the blog, I didn’t frame it as a review. I needed to play a wider range of more open ended, narrative games before I really understood it.
It’s also very important for a reviewer to state their biases, and what they find important. No one is without bias, and knowing that a reviewer has a weakness for a certain style of adventure or genre is going to provide context for the reader. Evaluating how much the reviewer’s tendencies match the reader’s is going to be extremely valuable.

The reviewer should also call out enough important details that they provide an accurate picture of the product. No review is going to be able to explain exactly what is on every page of a book, but understanding the structure and level of detail that the product utilizes is going to help the reader weigh what level of effort has gone into different aspects of the production.

Knowing is Half the Battle

The worst mistake anyone, reviewer or consumer of reviews, can make, is to assume that the purpose of a review is to find a source to tell them if they should or shouldn’t buy a product. This may sound counter-intuitive, but this is an important bit of nuance. The purpose of a review should be to help the reader determine if the product is for them, but that determination does not need to match the reviewer’s conclusion for the review to be successful. The review should provide enough texture that the consumer can form their opinions based on facts that they have gathered, not based on the specific conclusion of the reviewer.

Why would a reviewer even come to a conclusion then, if they believe this to be the case? I can’t speak for everyone, but I know that if I don’t hold myself to some kind of metric, my reviews meander. Without that metric, it is hard for me to see if my positives have more weight than my negatives. It is a way for me to clarify my own thoughts.

Ideally, a consumer can find more than one reviewer that they find entertaining and informative, and they can contrast where one reviewer’s biases may have led them to omit details important to the consumer of the review. Even without that, the consumer can’t be passive in reading a review if they hope to gather the best results. I can’t speak for other reviewers, but my actual score is a tool to bring out the points I want to make in the review, rather than the actual point of process.

And on that note, I’m going to wrap this up before I go on a rant about how Rotten Tomatoes is killing useful movie reviews. 

RPG a Day 2017--Day Ten

We've hit double digits in the RPG a Day set of questions, so let's look at day ten's question:

Where Do You Go For RPG Reviews?

I've mentioned before on this blog that my thought process on reviews is that it's more important to see a reviewer's reasoning than it is to see their ratings or recommendations. You can find out some fascinating things by crawling into another person's head. You find out where you agree, where you disagree, and what is ultimately important to you--if you pay attention.

When I poke around the interest to read up on opinion, there are a number of places that I go. Often times it's not one site or outlet so much as it is a handful of people that I know, whose opinions I value on a given topic.

There are a lot of people on the internet that fit this description for me, but today I think I'll highlight just a couple.

When it comes to D&D opinion, I really enjoy reading Brandes Stoddard's articles on Tribality. I can count on his articles to be entertaining and filled with reasons for his opinions, backed up by some convincing arguments.

I also really enjoy watching the Dungeon Musings channel that my gaming buddy Kevin Madison has, particularly videos discussing games that he has recently run. While I would love to get every single game that I review to the table, that's isn't always a realistic goal. That makes hearing his opinions on games that he has actually run all the more interesting to me.

Wednesday, August 9, 2017

RPG a Day 2017--Day Nine

Here we are at day nine of the RPG a Day series of questions for 2017. Today's question is as follows:

What is a Good RPG to Play For About 10 Sessions?

Oh, this is an easy one for me to answer--I would definitely answer Shadow of the Demon Lord. I've done it!

The game is actually designed to be played for 11 adventures, with characters advancing in level after each adventure. While some adventures might take more than one session, you can definitely run an entire campaign in 11 sessions.

While I haven't done it myself, I'll also give an honorable mention to 13th Age, as the game master's session has advice on running a 10 session campaign, with characters advancing after each session of play.

In general, I have been playing other games in a "season" based format, where I try to wrap up a major storyline and find a good stopping point after 12 sessions. I've done this with Edge of the Empire and Force and Destiny, for example. But when a level based game has guidelines for how to make it to 10th level, one session at a time, there is a nice affirmation that you've reached the end of not only the campaign, but the game advancement rules for the character.

Tuesday, August 8, 2017

Thoughts on Down with D&D Episode 111

The most recent Down with D&D Episode, Episode #111, discussed monsters as player characters. Chris and Shawn do their usual good job of addressing the topic, but its pretty huge, and I think they may have even identified a sub-topic within the main topic of their discussion.

 What's The Point?

Part of the discussion revolved around why you would play a monstrous race as a PC. They, rightly in my opinion, conclude that you need to strike a balance between that non-standard choice having meaning, and making the character unplayable.

I have definitely seen both sides in various campaigns, including organized play. In organized play, some GMs resent having new rules open to the game that they cannot change, so they tend to just ignore what they wish they didn't have to deal with. I saw this in Pathfinder Society, and maybe just a little in Adventurers League.

In this case, you end up with a lizard folk or a bugbear standing in a city, looking for work, and being treated exactly like a halfling, human, or dwarf would be. To the GM that doesn't want to deal with them, they are a "generic PC that has a specific set of stats." It doesn't impact the game, and nobody gets much out of the experience.

On the other hand, I've also seen GMs that preemptively threaten players that they will kill off any "unnatural" species that show up at their tables. I've not seen this in 5th edition AL, but I've heard about it in previous editions, especially when radical new options were allowed (for example, when 4th edition organized play allowed drow as a PC option in standard campaigns).

I completely understand tailoring an experience, collaboratively, for a home game. When you are in an organize play situation, you know the rule as well as the players. If you can't GM for a table with goblins or drow, if those are legal options, you need to realize that they aren't the problem at that table, you are.

Chris and Shawn made an excellent point about inspiration during this discussion. If you don't want to make the game unplayable, but you want to make sure that you are making a player's choice noteworthy, there is already built in roleplaying mechanisms that allows you to do things like saying "the townsfolk clearly don't trust you--make the persuasion check with disadvantage, and after the check, I'll give you inspiration." Don't radically alter the scenario, use the tools built into the system.

Monstrous Drift

I think  they also wandered a bit into another sub-topic, as playing an orc, a goblin, or a kobold has roleplaying ramifications, but those species don't introduce radically different rules into the game.

Playing creatures that can fly, or shapeshift, or that are definitely not humanoid, seem to be worth a whole other discussion. That said, there is a lot less mechanical support for those creatures in the current rules.

I think you can argue that in a setting that has orcs, eventually an orc may end up working with an adventuring party, and the rules should be able to accommodate that. I'm not sure that the game, as structured, should be pushed in the direction of allowing for dragon or elemental PCs. Those seem to be wholly alien experiences to the average person in the setting, and probably better modeled with RPGs that don't have the same base assumptions as D&D.

Back in My Day

Also, I'm putting on my old man hat. Shawn mentioned previous editions and when playing monsters came into the game. Reverse Dungeon was a big deal, of course, but there were a few steps along the way--Orcs of Thar for BECMI had rules for playing various humanoids in that edition of D&D, and Dragon Magazine had a few articles detailing things like the Lizardman Erudite, which was essentially a lizardfolk druid. The Complete Book of Humanoids in 2nd Edition also had a lot of "monstrous" races as well.

Settings a Monster Can Call Home

As far as settings that assume some monster races are prevalent--a few older Forgotten Realms resources mentioned that seeing orcs or goblins in places like Waterdeep working as mercenaries wasn't that uncommon, and that people didn't get too nervous about them unless they came to the city as a large group. Ironically, given the lore in 5th edition, gnolls were more civilized in Thay and worked as police in the cities there. Zhentil Keep also had a fairly large force of orc mercenaries, and the Zhents also were specifically oppressing a group of good aligned orcs known as the Odonti. There was even a plot hook for Waterdeep that involved a hill giant prince on a diplomatic mission to the city.

Dragonlance introduced Minotaurs as one of the "standard" races in the setting all the way back in 1st edition, and in 2nd edition, when the Taladas campaign expansion came out, it introduced goblins, ogres, and lizardfolk as PC races. It's almost a cheat to mention Dark Sun, because it intentionally subverts so many D&D tropes, but there were definitely some more "monstrous" PC races in that setting, from the dray to the thri-kreen.

Despite my assertion that D&D might not be the best venue for exploring more exotic monstrous species, 2nd edition also saw the Council of Wyrms setting, which involved letting the PCs play as dragons.

Eberron is the flag bearer for a setting in 3rd edition that was less likely to assume that "monsters" were monstrous, but the one and done Ghostwalk supplement introduced characters playing as the spirits of their own dead PCs.

Back to the Cast

I enjoyed Chris and Shawn's discussion, but I'd be really interested to see them follow up with some thoughts on the truly monstrous monster races, and how they differ from creatures like orcs, goblins, or even lizard folk.

Additionally, they touched on the new XP system that was released as an optional playtest set of rules by Wizards of the Coast in their Unearthed Arcana column this month, and I'm really looking forward to some more in-depth discussion on that topic.

If you enjoy D&D, and you listen to podcasts, this continues to be a show that should be on your podcatcher list.

RPG a Day 2017--Day Eight

Moving into week two of the RPG A Day questions, our first question is the following:

What Is A Good RPG to Play for Sessions of Two Hours or Less?

This one takes a little bit of thought. I have several games that I have played in recent year where I could run a satisfying session in only two hours. In fact, I'm a little shocked that I have run several 2 hour long D&D sessions in the last year, and it actually felt like we accomplished something significant.

But I'm not sure I would recommend D&D over anything else for a two hour session.

Lots of Powered by the Apocalypse games can come in at two hours time, but depending on the game, you may want to go longer than that. For example, trying to feel like we completed a full "episode" of Monster of the Week or a fully movie in Action Movie World, my group definitely felt like it could  use at least three hours or so of time to resolve everything going on.

But, if I was going to recommend a Powered by the Apocalypse game that could be pared down to two hours and have a solid resolution, I think I'd have to go with World Wide Wrestling RPG.

Yes, you can play three to four hour sessions and simulate a full, multi-hour wrestling program on television or a pay per view. But you can also have a very satisfying session with two players and their wrestlers cutting promos, playing to the crowd, and resolving their match.

Monday, August 7, 2017

RPG A Day 2017--Day Seven

Up to day seven--that means this RPG A Day thing has been going on for week now! So our next question is (insert drum roll here):

What Was Your Most Impactful RPG Session?

I have had many, many good RPG sessions over the years. It has always been because the players were invested in that game and really giving some solid material to the group.

There is one session that jumps to mind when I think about player investment, and that's session's effect on me, as a GM.

I had run campaigns in Dragonlance before, but this time, I really wanted to make sure I was leaning heavily on the tropes of the setting. What I mean by this is--I didn't just want the villains to be clerics of the Dark Queen, or for dragonlances to show up for the players to use against dragons. I wanted the politics and the factions to feel the way they did in the source material.

Because of this, I made sure to introduce an NPC Knight of the Crown to the party. He was a great guy. He stood up for them, helped get them support when they needed it, managed contacts and introductions for them. He was as much of the positive aspects of a knight as I could manage, without introducing much of the negative traits that he might have had.

Then, after several sessions of the PCs getting used to this NPC having their back and being generally helpful, he was put on trial by a political rival, a Knight of the Rose. There was going to be a trial, and the PCs would be allowed to speak at the trial on the NPC's behalf.

The players wanted to speak on his behalf. He had always had the group's back, so they wanted to return the favor.

And then I had the Knight of the Rose, very smugly, prove his case. The Knight of the Crown was a good guy, but he had been cutting corners when he was helping them. He was doing the expedient thing, not the proper thing. One of the players was enraged. The player, not the character.

He literally lunged across the table, grabbed my shirt, and tore it, before he apologized for getting too into character in his response.

I can't say that I have always, or even often, been able to hit all the right notes in a campaign or read someone's reactions well enough to pull of this kind of emotional response. But the fact that I have managed to do it in the past gives me something to aim for in the future.

Sunday, August 6, 2017

RPG A Day 2017--Day Six

Time to check in with the RPG A Day question of the day. We're up to number six, and today's question is:

You Can Game Every Day For A Week. Describe What You Would Do!

First off, I'd be remiss in pointing out that isn't actually a question. That's an imperative statement. Thankfully, it is imperative that I keep gaming.

This is such a wide open theoretical construct. Is this "I can game every day for a week, with people that I choose," or is it "I can game every day for a week, but random, cruel chance will deliver you players from the void at random intervals?" In the interest of me not being a pain or belaboring a point, I'm just going to assume generic people that will be available for the game systems I want to play.

Personally, when given time to plan, I love to have an organized theme. So I'd probably have a D&D Day, a Powered by the Apocalypse Day, A Games I've Never Gotten to the Table Day, A Star Wars RPG Day, A Marvel RPG Day, A DC RPG Day, and a Fate day. Probably.

I would narrow most of these days down to three segments of 4 hour games each or so, with smaller breaks between them. If I do a different game that fits the same theme, I'd probably change it up with the middle game as a palette cleanser.

  • So, for D&D Day, I might play 5th edition morning and evening, and play DCC (I know, it deserves its own day) for the middle session.
  • It would be tricky to come up with the three games for PbtA day, but they only gave me a week!
  • Games I've Never Gotten to the Table Day I wouldn't want to pin down now, because the "top three" are always shifting around in my head, and I might sneak a one shot in here or there
  • Star Wars Day would probably shift from Edge of the Empire, to Age of Rebellion, to Force and Destiny
  • Marvel RPG Day would probably be Marvel Heroic in the morning and evening, with a throwback session of Marvel Super Heroes in the middle
  • DC RPG Day is tricky, because I didn't play Mayfair's DC game nearly as much as I did Marvel Super Heroes, so I don't have the same nostalgic impetus to go back to it--I may just stick with DC Adventures all day, and if we need a palette cleanser in the middle, we might take a break to watch an animated block.
  • Fate Day would definitely include Dresden Accelerated and the Secret of Cats--I may need to work some kind of sci-fi property in the middle just to balance things out 
So you, the hypothetical blog reader, having lived in my head and come to love me dearly, may already know of my obsessive desire for symmetry. Knowing this love of symmetry, you may ask how I didn't include Star Trek along with Star Wars.

Even though I played in one playtest session, that still feels like a Game I've Never Gotten to the Table at this point. So for now, it doesn't get a seat at the table. Or a table with seats. However that analogy works for this scenario.