Consulting for Tales of Entropy has become almost a way of life, considering the multiple sessions, the length of the sessions, and the processing throughout. Especially for a game which is entirely finished and published, thus system development isn't the point, and for a game whose typical play-time is single-session and relatively short, in the two-hours-plus range.
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Here's the last session but one of the epic Cosmic Zap playtest, which sorta actually worked, and shows why successful playtesting has nothing to do with wowing people with your genius. Far from it.
How about that other superhero game I'm working on? And no, not Vigil, but the other other one, which I'm calling Cosmic Zap.
Quick review: this is work for The Chaosium, using HeroQuest as the chassis, specifically the HeroQuest SRD, itself a bit of a work in progress.
Looking at the topic of distributing GM-tasks all sorts of different ways, which we all know well, but maybe its widespread use doesn't reflect enough of its potential.