The two guys from the "Insert Quest Here" podcast recently played and recorded their game of Mars Colony. They're from Australia, and so all the political parties are based on the Australian divisions, but getting a taste of foreign politics always makes it more interesting for me. Perhaps for you too?
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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.
- Tell or show what happened in the game at the time and what you did to make that happen.
- It is totally all right - encouraged! - to post because you had fun.
- 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.
You can discuss decades of play or thirty seconds of play, or anything in between. Any table-top role-playing game is welcome: old, new, in print, out of print, published by you, published by whoever. You could have played it at any time, from back in the early 1970s to a second before you hit "post."
From there, 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 discuss it here by embedding 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.
I'm currently designing Champions Now, for Hero Games, in active alpha playtest. The dedicated page for that is here.
Into much kooky mayhem! This is where my ongoing skill challenges and prepped situation and announced character quests all collided, producing plenty of "this is how our story goes" with not a single intended or planned effect to be found in in my preparation.
This session of our Champions 3rd edition game concerns our two heroes, ARC and Agent One, in their roles as soldiers from a future war. The former is a deserter who's decided he likes modern (our) life, and the latter is on a mission but with malfunctioning "chip" and whatnot so he doesn't really know what the mission is. They operate as a super-duo aiding the troubled police department of St.
I'm starting a Sorcerer game as a GM and a few questions comes and difficulties comes from the practice. As adviced by Ron, I'm posting my thoughts here.
The Kickers are concluded, and the story is done. To my knowledge, this is the only game of Sorcerer that I've been in which is now visible start to finish on record (OK, granted, one session is a verbal account). I'd certainly love to learn what an observer thinks of it.
This is when something really complex develops and expands right within my grasp, while I'm learning just what it is we're making only at the last possible moment, and knowing I'm not quite good enough to do it justice at the moving margins.
On to third level! This time I’ve expanded the scope of play to where I’d originally conceived it should be, with a number of different characters and unstable situations which interconnect. The point is for the players to decide whom they want to help or kill, and for them to assess the potential dangers of doing so.
I ran across Synthicide and happened to meet Dustin at GenCon 2017. He intrigued me by commenting that it wasn’t “my kind” of game, whereas my quick skim had shown me it probably was, and I suggested we follow up on that thought after I’d had a chance to look at it more carefully. By the time we had a conversation about it over Skype, I’d been pleased to find that it was full of playable techniques and general positions I was familiar with.
Thinking about what-next per session is pretty hard for this sort of naturalistic play, especially when circumstances don’t lend themselves to substantial cuts. I’d have to think for a while to understand why that’s not a problem in playing Sorcerer, for example. (It doesn’t have explicit scene-type mechanics either.)
What's funny about "prep sunk cost anxiety" as a phrase is that I'm not sure it's well constructed in