Session 4 of our RuneQuest game! I wrote up a summary handout for them this time – see attached. It was fun to write, and also to feel as if I’d nailed down “this is what we’re playing” in some ways.
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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.
During one of my consulting sessions, I told Ron one of my major design concerns regarding my current project is the concept of interdependence: it's a game about a group of people fighting things that should be well beyond the possibilities of the common human being. How do they do this? I want one of the answers to be "together".
Ok, so I had the pleasure of introducing my 13 year old niece and her stepsister to rpgs this Christmas, and wanted to describe what I did, with an eye to better understanding things like intuitive continuity and also how to do things like this better in the future.
After the opening of Christmas presents, my daughter (home from college) and I sat down to play our first trial run of Cold Soldier. Not your typical holiday fare, but the mulled wine in my glass helped to keep me in the holiday spirit during play.
Would you believe more freakin’ original RuneQuest? And this time, not that teenfic evilmurk setting that I worked on so hard.
I'm gearing up to run my second game of Sorcerer and taking my first stab at the Sorcerer and Sword variant. On the GM prep side, things are a bit more involved. For Sorcerer, I created one statement about demons, one about the setting, defined Humanity, and collected a couple pictures for inspiration. At that point,I was good to go. Since I set my Sorcerer game in the present day, world creation was an easier affair.
James Bond RPG (1983) -- Hero Points and IIEE
(Continued from "James Bond 007: Hero Points in play" http://adeptplay.com/actual-play/james-bond-007-hero-points-play )
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.
Watching the discussion "Dice: the love, the hate, the fear, the need" ( http://adeptplay.com/consulting/dice-love-hate-fear-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.
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.