Favorite Idea for Merging Two Games Into One
My first, easiest, answer is to simply say Shadowrun. I mean, it basically just blended Cyberpunk 2013 with D&D and got a whole new game that has thrived entirely in it’s own right. Is it the first “mash-up” game to come out of the hobby? I have no idea, but it is certainly an enduring one.
I do also like the merging of horror and the wild west that is Deadlands. Not really sure which two games they put together, more like just genres, but it is a heck of a mix that makes for some fascinating gaming. I’ve always enjoyed the Deadlands games I’ve been a part of and the mixed up nature of it is part of the reason.
Does anyone else remember Dragon Storm? I sometimes feel like the only one. It mixed CCG style card play with traditional roleplaying elements to be a collectible card RPG (CCRPG?). It was a weird one that got weirder before it went away. I loved it though. Stumbled on it at a con back in the mid-90s when it was fairly new. Susan Van Camp was the guest at the con and we played it quite a bit for a while after that. I still have all my cards and just recently discovered a quiet corner of the internet where they are keeping the game alive and active. I might have to get some friends together and try it out again for kicks.
Not sure this really answers the question but it – again – has been one of my favorite prompts to think about and write about.
See you tomorrow, and thanks for reading.
Favorite Inspiration for Your Games
First, it is hard to believe this is almost over. I’m going to have to find things to blog about on my own again! Well, I have a few saved up from my experiences lately with ACKS, D&D Attack Wing, and just some general thoughts I’m kicking around.
But hey, favorite inspirations? Well, this is actually going to be a pretty boring answer, but my primary inspiration over the years has been the books I read. Particularly fantasy books, but it can be anything.
I find that I’m not really a visual thinker/person so movies do less for me and I’m not much into art on the whole. Spectacle is lost on me. But books stay with me, influence my thinking for a long time after I’ve finished them.
Who do I go back to for inspiration? I’ve mentioned many names before but Peter S. Beagle, David Eddings, and Guy Gavriel Kay are big sources of inspiration for me. As is Tamora Pierce. The last three pretty much shaped how the gods behave in all my games. Amber, both the novels and the game book have been intensely inspiring over the years. James Blaylock’s Elfin Ship and Disappearing Dwarf are two of my all-time favorite “go back to” reads and may do more to refresh me than they do to inspire me but it’s a thin line. Tolkien, for the always surprising deftness of his touch and to remind me that small details matter.
I also tend to draw quite a bit of inspiration just from reviewing the “GM Guides” from different games. I find that reading the thoughts of designers on how they expect or hope that GMs will approach their games is fascinating and will often trigger an idea or shake loose something that has been bugging me. The Book of Mirrors: Mage Storytellers Handbook (for the original Mage game) is still a source of inspiration to me today and I love revisiting it like an old friend.
So, not sure if I have a favorite source of inspiration (okay, I do, it’s The Last Unicorn) but I hope this list was interesting to someone out there.
Thanks for reading. Seeing the end of the tunnel now.
Favorite House Rule
I don’t house rule much. Overall, I tend to favor playing games the way they are written. I also tend to embrace the rulings over rules style of play where I’m happier to make a ruling in the moment and if I’m wrong later then I’ll just admit and we’ll do it right the next time.
One house rule I do tend to have for most D&D style games – though I have abandoned this rule for Adventurer Conqueror King System. During the 3rd Edition/3.5 era and extending into 4th Edition, I was incredibly reluctant to allow PCs to be raised from the dead. I effectively banned any “back from the dead” spells.
It was an interesting phase for me as a GM. I want to tread lightly as I try to explain, but overall, I think it was the no consequences power gaming feel of this era of D&D that led me to want the dead to stay dead. ACKS, and several other games have real consequences for dying and alternatives for returns. And consequences, I have discovered, mean a lot to me as a player and a DM.
So, favorite house rule? Yeah, the dead stay dead (or undead).
Thanks for reading.
Perfect Game For You
Another easy one. I wish there was any competition on this front but I just can’t answer anything but Amber Diceless RPG. There are so many fine games, so many games I love to play and run, but Amber will always be the perfect game for me.
Is it a perfect game? No. It is an exceptional game though. Is it a perfect game for every player or every group? Certainly not. But for me, for my enjoyment and for the kind of play experience I love – you can’t beat Amber.
So… short post today but I’ll take it. I’ve got a game to run tonight!
Thanks for reading and see you tomorrow.
Perfect Gaming Environment
I have often thought about my perfect gaming environment. Over the years it has evolved quite a bit. My earliest gaming was done at the end of the sidewalk in my cul-de-sac. We would play D&D with our B/X sets and lots of early board games like Saga and Mystic Wood.
Later, my gaming space became my mother’s kitchen table. I like playing near the fridge. I don’t like playing in a high traffic area.
Ask me today and my perfect gaming environment would be a room with built in shelves where I could be surrounded by my books and games and with enough room for a round table which fits up to 8 people comfortably. With enough room to add a mini-fridge and plenty of room to walk around. The round table is important to me. I like round tables to eating, for meetings, and for gaming. Having a table where everyone is equally far from the map/board and able to easily see and respond to each other is definitely my favorite way to play.
But more important, a place without distractions. As time has passed I’ve discovered that it becomes harder to get everyone to just sit down and focus on the game. So minimizing distractions is important to me.
Good stuff and thanks for reading.
Favorite RPG Setting
There are so many great settings. Without a doubt, roleplaying has generated some incredible world-building over the last few decades. Greyhawk, The Known World, the future world of Shadowrun, and that’s not to mention how many licensed properties have been expanded by their RPG appearances.
The answer to this one is tough for me. I love Amber. As much as I love the diceless game based on it, I love the setting just as much. The court of Amber and the Courts of Chaos, the realm of infinite Shadow, and all the amazing personalities inhabiting that universe.
But there is another setting I may love just as much, though I’m not sure if it’s a cop out to call it an RPG setting, as it is more related to a wargame. The Battletech universe is one the richest and most developed universes in gaming. With hundreds of years of recorded history, a long developing saga, and a huge, well-developed cast of characters. I have long loved and followed the world of Battletech ever since I read a random copy of the Star League book.
Of course, they’re both excellent choices, so much like choosing a “best friend” I’m not sure it’s fair to pick one over the other. So Amber or Battletech, both are excellent favorites to have.
Thanks for reading.
Favorite Horror RPG
It’s been an emotional day. Selling my first home and closing tomorrow. It has me not only posting late at night but with a lot of complicated feelings.
I have complicated feelings about horror games too. It is my belief that running a horror game is a nigh-impossible task for a game master. I’ve played in many horror games, and run a few myself and my experience and observation is that players have to almost delude themselves into being scared to make it happen. Horror is a group act and with even the smallest distractions horror quickly transitions into the absurd.
The scariest thing that ever happened at a horror game I was part of was a player setting herself on fire with the candles being used to generate mood. Don’t worry, she was fine. Scary moment though.
I’ve taken a lot of flak about this opinion whenever I’ve expressed it.
But when it comes to horror games, another problem is that I am a fairly hopeful person. I like the “good guys” to win. I can respect a good moment of tragedy but at the end of the day, even in a horror story, I want outcomes that reflect what people bring into them… and the scariest thing in the world for me isn’t monsters… It’s my fellow humans.
And all of this is why my favorite horror game will always be Deadlands. Deadlands is full of weirdness and horror ranging from slasher jump scares to the cosmic horror of the Reckoners. But there is a secret hidden in Deadlands that makes it all work for me.
Tale Tellin. See, here’s the thing, heroes can actually improve the fear rating, can actually make the world a better place by doing great things and telling others about it. Heroes can inspire hope. It’s a dark world and there are awful things in it. It’s a horror game. But it’s a horror game with heroes. And for me, that’s magic.
Thanks for reading.
Favorite Supers RPG
Yesterday, in discussion of his favorite Sci-Fi RPG, Runeslinger made mention of the fact that he “wasn’t sure that RPGs were all that well-suited to the genre.” I often feel this way about superhero RPGs. I didn’t always, but it has been a growing suspicion of mine over the last few years.
It seems that the requirements of the superhero genre need a different mindset than most players bring to an RPG table and that the attempts by various games over the years to work through and around these efforts are largely unsatisfying (at least for me).
When I was younger I bought, read, and played a lot of the supers games then available. I played several editions of the Mayfair Games DC Heroes RPG, played good old Marvel FASERIP, messed around with Champions and V&V. Heck, I carried around the slimmed down version of DC Heroes that was the Batman RPG almost exclusively for several months in 1989/1990. I created a whole superhero setting with GURPS Supers. All the way up to Marvel Saga System in 1998, I would say I was pretty hooked on superhero gaming – at least in theory – as I certainly wasn’t running or playing them much.
Somewhere in there I found the time to run a DC game that lasted about three months, a Marvel Saga game that lasted about a year, a couple attempts at Aberrant (which I got to play in a decently long game of and it was fun), and even a little bit of Champions. But overall, we always found our play experience lacking.
At one point, fascinated by the Green Lantern, it became my test of a supers game to see how well I could get it to model a Green Lantern ring (pre-Geoff Johns rebirth/war of light shenanigans). As far as that test goes, no game has ever done it better than Mutants and Masterminds, First Edition. Speaking of… I played a decent amount of M&M First and Second edition. They also failed to scratch the superhero itch, despite their comprehensive-yet-streamlined power building system. It was also the first game which actually handled both Batman and Superman ends of the superhero spectrum reasonably well. Not actually well, but as well as I’d seen it done so far.
At some point during all this I ended up giving up on supers RPGs. Strangely, this abandonment of supers gaming corresponded with a point in my life when I was actively getting back into superhero comics after a long hiatus.
But ultimately, what it came down to was that supers gaming just didn’t grok for me.
Here’s a few thoughts on why, from personal experience.
- I have a hard time selling players on the idea that in ACKS they might not always be the same level as the other characters. In a superhero RPG, the swing-factor in power level is vast, even in games like M&M where everyone starts with the same “points/PL.”
- That swing-factor also makes it difficult to fulfill the desires of the players from a “gamey” perspective. I have yet to sit down to a character creation session for a supers game and see players actually come away happy with their PC.
- Worse, superhero stories, more than most others, do not benefit from the typical “start low, build up” your character ideal of RPG play. Most superheroes spring into their comics (at least in the modern day) full-formed and rarely change much over the course of their existence. There are exceptions, but these are usually full-on makeovers rather than incremental improvements.
- Finally, most RPG players I know are like dogs with a bone. You put a bad guy in front of them and they will bend over backwards, tear out walls, and watch the world burn before they are willing to let that bad guy get away. I don’t know what to blame for this attitude (videogames seem too easy a culprit) but bad guys are “sacks of hp and xp” to most players and it’s tough to convince them otherwise. A writer can tell his hero to let the villain go… a GM cannot tell his players that.
Now, there are whole crops of “modern” super RPGs, from SUPERS to Icons and from yet another edition of M&M to Venture City Stories (based on FATE) to yet another Marvel RPG. And many of these games attempt, in some fashion or another, to legislate/modify player behavior through GM intrusions which are then rewarded. I struggle mightily with these as a player and GM. I don’t think they are good solutions to the problem but I’ll admit that I don’t, at this time, have a better answer to offer.
I like SUPERS – its reliance on dice pools and its allowance to use any trait on your sheet to act/react as long as you can narrate it is very clever. And I like Icons. It gives me a lot of what I want from more “in-depth” supers RPGs but in a streamlined, self-aware, even campy package. There’s a lot to love there.
But I’m not sure, at the end of the day, if I ever want to attempt to run a supers RPG again. I’d certainly try playing in one again, but I don’t know that I’d ever run one again. They just don’t gel for me. I think I want something out of the play experience that I can’t quite name but never seem to find.
Do I have a favorite? Sure, I do. If pressed. If I was going to go back and run a super game again, ever, I’d use the old Marvel Saga System. This game was ahead of its time, very well written, exciting to play, and with enough randomness at character creation that most folks were able to embrace the challenge rather than agonize over their math and how to squeeze out one last power point.
If someone starts a game, let me know.
As always, thanks for reading.
Favorite SF RPG
It’s worth starting this off by saying that I don’t really consider Star Wars to be science fiction. It is, but it isn’t. I think of it as Science Fantasy. You don’t have to agree but much like Star Trek: Deep Space Nine, despite the aliens and the space ships, the story has far more in common with a fantasy tale than it does it’s science fiction setting.
So where does that leave me? Despite my long tenure as a gamer, I have never played Traveler. I’m not a fan of the weighty tomes and complex rules of the Warhammer 40,000 games by Fantasy Flight. I’ve only briefly indulged in role-playing in the Battletech universe (Mechwarrior, 2nd edition), and I put Gamma World in the same boat as Star Wars… it’s more about fantasy than sci-fi. Does Shadowrun qualify? I’m not really sure about that either, though I’d say that despite the elves and trolls, Shadowrun is more of a sci-fi game than any Star Wars RPG.
I suppose I should admit that when looking through my RPG collection, both physical and digital, I can safely say that my forays into any sort of SF gaming have been incredibly thin. It is at this point that I want to simply declare Teenagers from Outer Space my favorite sci-fi RPG and move on.
To be fair, my old group did play a short campaign with the FASA Star Trek RPG. It was a ton of fun, a percentile-based system similar in many ways to BRP. I remember having a blast with that campaign, though partly because we just yahoo’ed our way through it and partly because I was the ship’s medical officer, which automatically makes me the coolest member of the crew. Surprisingly, it felt like a good Star Trek game – though that may again be that we just enjoyed it as such. The actual game might have been terrible. We only really scratched the surface.
I give up. I’ll call it a draw between Teenagers from Outer Space and Shadowrun, Anniversary Edition. Both are sorta sci-fi. Both are fun, well-written games, and well, I’m not much for sci-fi gaming anyway, so that’s that.
Thanks for reading today’s exploration of my complicated feelings about genre classifications and hopefully you’ll be back with me tomorrow…