I've mentioned the "Escape from Queztec'l" solo adventure from my High Fantasy corebook a couple of times in recent videos, which prompted me to bust out some dice and play it. I was a player in a game about thirty years ago, but haven't tried this feature until now. I'm especially interested in it as a teaching device, for which the text is pretty explicit.
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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.
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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.
One heart is an anatomical feature, available for, among other things, the draining of blood, the rough dissection, and the raw consumption by a depraved other person; by contrast, the symbolic repository of hopes, dreams, desires, and self. Concerning both, I direct your attention to the path-in-play of Naomi, arguably the hero of her own story, a perfectly viable and understandable fictional human being ...
Into our second session and into the troubled, almost psychologically spastic efforts of our characters to be … well, just to be, I guess, at all. I had joked during the initial prep that I didn’t want to play this game after all, after we talked about getting conditions laid upon us and other all too familiar socially abusive things, and although it remains a joke, it’s turned out to be a pretty accurate one.
Here's our final session of RuneQuest ("RQ2," 1980) which presents and invents my sketchy setting-notions through play. It's also a personal experience for all of us in diving into the system and text of that time.
For your consideration:
What follows is a brief rundown of an RPG system called Ubiquity, and how it has been used by a group of likeminded people to have fun while scattered across the world, share a beloved system, and demonstrate a seemingly dying approach to play.
The conclusion to our 39 Dark game, in two videos: Lane Novack, good guy or bad guy? I’m interested in your opinion.
Some things to talk about include:
I’m playing Monsterhearts, due to a series of coincidences that fell together just right, so here you can see three undead teens try to be normal at a privileged, sequestered, high-pressure school.
I do not plan. But it doesn't hurt to visualize the odd individual mechanical outcome. In this case, I thought, well, since they muffed the Skill Challenge and unleashed the crystal creche thingamabob, then Our Land is not just currently compromised by an invasive mystical-crystal birth event, it's basically lost out to it.
Yesterday I played Circle of Hands as GM, but I have some questions about my venture.
My dices were: Black 6, White 3, Red 6.
So it was settled in Spurr with a double elemento of Rbaja.
I chose a Splotch and a Rbaja zone, thinking about a black wizard dead who left behind a big corruption, because he had a lot of marks of Rbaja.
So my first question is: When I have a double element, how do I say witch part of it is the lower?
Here's our first session of 39 Dark,with me and Moreno, for what looks to be a multiple-session event. I've been looking forward to that, as I think this and its prequel, Mars Colony, are both worthy of extended investment, characterization and character development, and reflection between sessions.