So I've been playing Sorcerer for several sessions now with Greg and Robbie, and recently we finished the first adventure and decided to continue with new kickers and new story diagrams. I took the material they gave me and typed it up in an online tool called Google Jamboard, and I thought it might be fun to hit "record" and narrate my thought process as I played around with the diagrams.
You are here
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.
As I burn my midnight oil and avoid the elephant in the room in the United States, an idea for the game/setting/whatever I'm putting together came to my mind. A (sort of) custom character sheet.
This sheet is born out of wanting to sort of smash together Circle of Hands with D&D 5th edition for this *thing* I've been tinkering with.
Oppression makes a wise man mad. Your fathers were wise men, and if they did not go mad, they became restive under this treatment. They felt themselves the victims of grievous wrongs, wholly incurable in their colonial capacity. With brave men there is always a remedy for oppression.
--Frederick Douglass, “What To the Slave is the Fourth of July?”
Our Legendary Lives game continues: we're up to 12 sessions.
I'm contemplating a game of Runequest: Roleplaying in Glorantha. The core book alone is vast, a whole geography of world and system, and I have never played in Glorantha before.
This was at a small convention some years ago (between 3 and 6, I would say), in the middle of nowhere, Finland. The game master and the other players were all strangers to me. There was maybe three or four players. I went in to fill the table, anyways, as I did with Savage worlds in the same con, too.
After writing the Fantasy Heartbreaker essays (2002 & 2003), I knew I'd be playing a lot of them. It was harder to convince people than I expected, so I eventually resorted simply to forcing them upon players. Lately, apparently it's become easier, so that interested parties throw in with me in playing Legendary Lives and Darkurthe Legends.
I am going to run an adventure using the 1981 D&D Basic Set. There have been a number of conversations that hit on directly, or indirectly, this set of rules and as it was my first RPG experience, I want to take a look back. More than a look, I want to run the game as is, by the rules as much as humanly possible. One of the things I have realized over the these conversations is that my recollection of the rules has been innacurate.
Scott, Robbie, and I have concluded our play of Darkurthe: Legends with session 6. We might get back to these characters and situations, because I think we all agree that there is much to develop, and perhaps a reflection upon hubris to discover, but we'll reconvene and schedule for it at some future date.
Tonight was session 0 of our first ever game of Paul Czege's My Life With Master.