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Actual Play


This is where we do what we do! We talk about playing table-top role-playing games.

This is not a play-at or streaming site - it's for discussion of what you're already doing. People often include video or audio recordings, but text-only is fine too. You can also attach documents, like maps or character sheets or brief sections of the rules you're using.

I trust you to work out how you want to talk about your games. If you'd like, check out my best-practices manual for suggestions, but it's really flexible.

If you already do a podcast or other actual-play series, live or not, please consider yourself invited to embed a link as a topic.

For games in design, i.e., playtesting - yes, go right ahead, that's welcome too. For consulting sessions with me, which is different, see the Consulting page.


The Four R’s (Ross, Ron, Rod, and I) played through eighteen sessions of Legendary Lives, completing our run at the start of December. For background, this heroic fantasy rpg is one of the so-called Fantasy Heartbreakers that came out in the 1990s. There are still plenty corners of the game that I would love to explore, and that fact in itself is an indication of how good the game is.

Posted by: robowist
16 Dec 2019

Watching the discussion "Dice: the love, the hate, the fear, the need" ( ) led me to consider the role of Hero Points in several role-playing games I'm familiar with. By Hero Points I mean a fund of points that a player can spend to influence the outcome of a resolution system that calls for a dice roll. 

Posted by: AlanRB
06 Dec 2019

This past year, I dipped my toe into recording some actual play sessions. My initial efforts were primitive, relying on technology that has basically been retired. For example, for online play, I used Hangouts On-Air, which basically allowed me to have a Google Hangout conference call which would be recorded on Youtube.But Hangouts On-Air is now a thing of the past, and it was somewhat primitive in terms of editing capabilities.

Posted by: robowist
04 Dec 2019

A year has passed and me and my friends decided to pick up our game prep where we left it. The good news: now I’ve got the actual Champions Now manual, in pre-publication form. (In case you don’t follow the Kickstarter, backers have already received a PDF with the rules; it’s not “finished” because there’s still art/comics under development.)


Posted by: Santiago Verón
04 Dec 2019
Games: Champions Now

If a city or state were a character how would you express it?

Posted by: Jerry D. Grayson
01 Dec 2019

Nothing but crazy talk in this post. For one thing, it's back to that strange little collection of games about religion. I've added their updated forms as attachments if you don't mind never getting back the hour or two of reading them.

Posted by: Ron Edwards
01 Dec 2019
Games: Daemon Lover

I'd been feeling like playing The Clay That Woke for a while, so I took it to Spelens Hus. It's also Nate's fault. I hadn't planned to attend that week, but as it happened, several people showed up hoping I'd be there, so I got a message. I answered back with "traditional or weird?" and Nate said "weird," so this is what I grabbed.

Posted by: Ron Edwards
28 Nov 2019

We are seventeen sessions into Legendary Lives. It is at least possible that this is a lifetime record for the game, which received mainly demonstration convention play during its initial promotion and release.

Posted by: Ron Edwards
22 Nov 2019

A bit unfairly, this is the last game played during the two-pal pow visit, after Jared had left for home and Simon and I had a bit more time. We'd been talking about French games, as he'd just visited there to investigate the crazy-indie design scene, and he had a bag full of weirdness. One of them seemed just right for the atmosphere at the moment, so here it is, Happy Together by Gaël Sacré.

Posted by: Ron Edwards
09 Nov 2019

I invited my old friend Jared Sorensen, a.k.a. Memento Mori Theatrics, over to Sweden for a late-autumn getaway - and also to meet my new friend Simon Pettersson, a.k.a. (part of) Urverk Speldesign. The plan was a few days of unbridled RPG discourse, RPG play, unconstructed conversation, kid-wrangling, and meeting with some local players too. It worked!

Posted by: Ron Edwards
09 Nov 2019