So I had the chance to try out the mechanics of the game I’m designing, Finding Haven (you can see the consulting sessions with Ron over in the consulting section of Adept Play). This was a couple of weeks ago at Norwescon (all online this year because of you-know-what). It was one of those gigs where you get into the con for free if you’re willing to GM for a certain number of hours.
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This is where we do what we do! We celebrate our experiences with table-top role-playing games. Here are the ones I'm playing right now:
This is not a play-at or streaming site - it's for discussion of what we'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: just for fun, sharing & comparison, critique, or whatever. 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.
We have completed play for our Khaotic game! Including sessions 9 and 10, continuing from the material presented at What could go wrong? and Psychic social science fiction hits the "drama" button.
A group of folks decided to look at some OS/R games to see how they play and how the term OS/R may or may not affect the game design itself. There are a ton of games to choose from, but several of us mentioned Blueholme and I volunteered to run it. We have four players, though only three were at session one.
Ron, KC, and I have completed another episode of play in our Star Trek Adventures campaign, First Response and with it, we have completed our 'learning STA' project.
This episode was the second part of a two-part episode which ended up first bringing major elements of each of the main characters' lives into focus and then having them intersect.
My duet buddy and I have played another two sessions of Runequest: Roleplaying in Glorantha. We agree that last session constituted a huge step forward in our game.
The (mostly) same crew who were playing Carbon 2185 were interested in Forbidden Lands. So we have moved onto that, which is great because I enjoy playing this game.
Alright, so this actually goes back to my Troubles in Solar Town post and the discussion that emerged, which really influenced what I did in this game.
I am playing one of the best games in my life right now. It is a game of the Pool, with influences from the mumblegore genre (Pop Skull, Creep, Baghead, House of the Devil).
Reposted from a Discord conversation:
Small, silly story: we're playing Pathfinder 2 in a very 90s era, paladins-and-princesses, let's-pretend-this-story-makes-sense style. It's really like watching a bunch of 16 yo playing D&D for the first time. It feels quite nostalgic in the entire childish silliness of the drama.