So our group started with some collaborative setting creation, and we decided on a maritime campaign (I pushed for it as I wanted something different than the usual tropes, and fortunately everyone was open to it).
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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.
And the one time I sort of, kinda, did. I wonder what I did differently.
The dungeon, which in this particular spin we're calling vortices, is a dead psionic guy's mind. For three characters who got their asses kicked, they did in fact revise and re-set the entire premise of my setup, through a number of roll-requiring actions, some of them judicious and some not-entirely-on-purpose.
The video you find here is the raw online footage of a game of Malandros, designed by Tom McGrenery (thanks for the link, Tom!). Tom himself is hosting the game, which was part of Gauntlet Con 2017. This raw version is the complete game session, entitled Another Day in Rio. Click on the video window to run it.
Up against the Good Guys! Weak Force, Ankylo, the Anomalator, and Scratch, as I named them from Zircher’s illustration.
The game continues to be cursed by the interface. Please watch rather than listen, if you can, because I put in tons of visual material to help the understanding and the discussion.
When I was a 10 year old child, I tried to gamemaster a few Toon games with my classmates during recess, but I could never get it to work. Barring that, the following is an account of my first time roleplaying, and certainly the first time that I participated as a player.
It's the adolescence. Creepy rural fantasy aside, which is working well too, playing the characters as mid-teens is working wonders.
Briefly, Cults of Terror is a not merely a landmark in role-playing history, it's a giant. Coupled with the rules it was written to support, RuneQuest 1980, and the supplement that immediately preceded it, Cults of Prax, it established a new-and-different bar for play which defined "I play RuneQuest" into almost its own sector and subculture to the present day.
Just some Sorcerer actual play, right? But pay attention to how a story came to be without a story in place. I'd like you to identify any rules of the game that interest you, regarding how they did or didn't play into what happened.