Peluutin Palavaa pyörää (Burning wheel) joskus kauan sitten. Minun piti kertoa pelaajille (taustaa perinteisissä roolipeleissä ja D&D:ssä ja ehkäpä Menneisyyden varjojen kanssa) hahmonluonnista.
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Part of hobby mythology concerns role-playing's origins as bringing tighter focus into table-top wargaming, such that within this or that battalion, or aboard this or that vehicle, the group can look closer and see Sergeant Bob or whoever running around, being a character, having opinions, and doing things.
I’ve watched dozen of the Runequest Spelenhus games and took a great pleasure to see people enjoying roleplaying. A few things I liked, the cult approach to society, and building the settings through play, according needs arising from play.
Similar to my consult with Jared, I wonder whether Jerry and I are even comprehensible to a third-party listener. I know it'll be entertaining; we've known each other for almost twenty years, trading thoughts about life et cetera. I kept laughing out loud while editing. However, he's published big, beautiful games (Atlantis, Hellas), managing money and production in ways I can't imagine or do.
This session was a lot of fun and the players are getting into it!
It’s been a while, but the new Discord functions are serving my needs to renew Monday Labs! To review the concept, these are discussion topics which patrons (any level) can participate in.
It turned out to be a week for interviews. At long last, I may be conducting this "presence on social media" thing correctly, because people I don't know, working from venues I haven't encountered, have been getting in touch.
Here is the Sorcerer game Day of the Dupes first session. In a previous session after creation, we played the bind as flashbacks. I planed this game a few months ago so I had to remember things about their characters, but they really decided everytghing. First, I discussed about the expectations of the game. I explained that I prepped too much and I should not give the impression that there’s an adventure to follow, or a complex backstory to unveil, but that we are just playing our characters and following the direct consequences of their actions. There will be weird things happenings, cliffhangers, but only because the NPC that appears in the game will have their story, not because the GM is trying to send messages about the adventure. The main issue arising from this actual play is scene framing, in which I struggle while understanding why during the game, and how I used the r-map as a source of interesting informations.
Sean Hillman and I discuss some confusing things about situations in play, specifically, what does preparation have to do with them. Seems easy, right? You prep it, then the group plays it - hey, the real (digital, video) games do it all the time, so we should just do that, right?