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.
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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. Please 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.
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.
So, a few weeks ago I was playing Cairn as a player character, and we were exploring the house of a witch that had misteriously disappeared. We would poke around and interact with the empty house, and this reminded me very much of playing old LucasArts point-and-click adventure videogames.
I had the chance to run an impromptu session using Mythras (d100, formerly RuneQuest 6) with some friends of varying experience with it (none to some) and we found ourselves caught up in an Autumn-shrouded highlands region pursuing a most personal vendetta.
The video features commentary and annotations for newcomers, has a quick pace, and a short run-time.
I'm not saying it's profound, but it's not quite merely hijinks either. I was hoping to find some unnamed Venn overlap among the strange components, or possibly artifact, of Gamma World, and I think this session (#5) shows that we're standing in it.
This isn't directly related to a specific play experience, but rather a general subject that (for me) stretches from play to design to observation of other people's play. I think it may be relevant to a few games that were recently played on AP, and maybe some of those that are being discussed/played right now.
The thread title is a bit pompous but the actual subject is very pratical, and requires a premise.
We've played a number of sessions of Forge: Out of Chaos since our last update, here, and Robbie has started to record the sessions. The video below is from a few sessions back (we've had two since then - those recordings are on the way).