A session report for a hodgepodge, homebrew system. We do sushi-kung fu, break the space-time continuum, start a ruthless campaign of intraparty schenanigans, and then I became a god. Good times!
A few friends and I gathered, intending to play Dungeons & Dragons, but at the last minute we all decided to just improvise our own extremely light game system. We’d done this before, and I’ve always thought it was pretty damn funny that our GM, Chris, basically reinvented Fate from first principles. Kind of? I mean, a lot of the big strokes, at least.
We collectively decide, through accident and bullshittery, that our group is a catering company that works out of a van. For reasons as yet unexplored and unexplained, our van came travel through time. We started to paint our name on the van (“Whatever You Want Catering”) but started too big, and only got to “WHATEVER.” Continue reading
For the past few weeks, I’ve been running a game of Dungeon World out at my local, friendly gaming store, Mishap Games. And just to plug them a bit more, for the 0 of my readers who are in Roanoke, I’ve been loving Mishap–they’re one of the friendliest stores I’ve frequented, and they’ve just taken over another space in the same shopping center, giving them ample room for a lot of players at once.
Five episodes in, I figured I’d share some of their misadventures.
I love tabletop games, and I might have a problem.
The number of them that I’ve bought and never played is way too high–I’d probably pin the ratio as somewhere around 60%. But even when I don’t get a chance to play the game, there’s a value to seeing how other designers are working.
The latest additions to the Game Shelf are Kabuki and Waka Tanka. I bought both of them without any context after browsing my FLGS, Mishap Games, and I was pleasantly surprised to find that the games were two takes on the same mechanic–bluffing. Specifically, bluffing in the vein of perennial childhood favorite Bullshit. Continue reading
So, a few days ago, John Wick et al. released a preview version of the 7th Sea corebook to their Kickstarter backers. After a wildly successful Kickstarter that funded an entire line of products, this is our first real look at the system at large, and as is tradition, there’s a pretty salty conversation in the fandom about the game in general and its treatment of language/culture in specific.
This isn’t exactly new territory for 7th Sea; the game has always been a pastiche of European history, a swashbuckling setting that combines characters, events, and traditions from very different eras into one big cauldron. Much of the salt is coming from the fact that the fanbase was promised a greater degree of representation and sensitivity in the new edition–and that’s a promise that’s been kept, but maybe not as much as many would like. Continue reading
After 10,000 years, I’m free! It’s time to conquer Earth!
Or, maybe, just write about weird RPG stuff? Probably the latter.
So, I’ve probably made it abundantly clear that I’m a fan of Exalted, but that I’ve become disenchanted with its mechanical density–not just in 3rd Edition, but in the game line as a whole.
I’ve been working, for longer than I’d like to admit, on my own take; I want a game like Exalted, but more accessible for the kind of players who tend to find their way to my table. Asking them to read, absorb, and engage with 600+ pages of rules and exceptions isn’t going to work for them, quality or lack thereof be damned. In my head, I’m imagining a slim volume, something with a page count more like ApocalypseWorld than the Oxford English Dictionary.
But that’s a long, long way off!
In the immediate future, I’m working to kick my system into play-test ready shape; the main way that’s happening is with an open critique for a draft of my conflict rules. The sample’s available here, and although it doesn’t include much in the way of setting-specific information, I’m looking for any comments or critiques I can get, especially in terms of whether or not the rules make sense to a reader who isn’t me.
The short pitch is that it’s a relatively light (8 pages) system that’s trying to be generic enough that it can stand in for all sorts of conflict: physical combat, social engagements, long-term political scheming, and protracted civil engineering. It draws inspiration from a lot of disparate sources, but if I had to name the biggest ones, they’d probably be ApocalypseWorld, Fate, Chuubo’s (in a weird way that probably doesn’t show just in this excerpt), and Exalted, obviously, with just a touch of Legends of the Wulin.
So, as always, I’ve been working on a game of my own in fits and starts, trying (once again) to fulfill a long-standing desire to create the equivalent of a heartbreaker for Exalted. Continue reading