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.
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It's not a metaphor. I'm talking about D&D as religion, not merely "religious" as a colorful synonym for "passionate." This is Finding D&D, Part 2, addressing TSR as orthodoxy and the resulting construction of culture and values.
Here's part 1 of my series "Finding D&D," or rather, my first pass at working it up into a formal presentation. I'm looking forward to a fair piece of response for it. There's some history, based on several discussions at my old Adept forum, and a lot of private correspondence since then across a number of people with very different views from one another.
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.
Mark and Jahmal and me are doin' it! Followers of Comics Madness know that I'm trying out my hard-won thoughts on best practices for "first-generation Champions," prior to what I think of as the Big Wrong Move it underwent for its 4th edition in 1989. I spilled my every last thought on role-playing concepts and game design through a brutal series of posts, and this game is one of the results.