Showing posts with label if I had the time. Show all posts
Showing posts with label if I had the time. Show all posts

Tuesday, 26 August 2014

#RPGaDAY: Day 25 - Favourite RPG that no one else wants to play

I really don't think I have an answer for this. I've never yet been faced with the situation that I couldn't put together a group for a game due to lack of system, or even concept, enthusiasm.

Time is another matter, and is - together with geographical distances - what has stymied me time and again, but it's not about people not wanting to play. Unless all of my so-called friends are liars, just making excuses to avoid getting involve in games with me, but I'm pretty sure that isn't it.

As I've mentioned before then, I'd love to play some more Warhammer, either my Dirty Dozen-styled Only War campaign, or Pies Across the Ocean, which would be like the Hobbit, but with more scurvy. I also want to run some version of The Crown of Kings for new AFF, and I'd like to play some Fiasco! sometime.

Sadly, not much to add on this one. Next is... man, 'coolest character sheet'. That's going to take some thought.

Tuesday, 5 August 2014

#RPGaDAY: Day 6 - Favourite game that you never get to play


So, here it is; my first ever video edition of Out of My Mind, and I go and refer to the wrong blog in the video. Twenty-first century, I am in you!

I've talked a lot about WFRP, but Only War is the one that really fits for this topic, since I've never got to play it at all. It's a streamlined version of the 40K RPG system, which I hear good things about, and also has a nice subsystem whereby each payer controls their main character and also their loyal comrade in arms, who acts as a semi-disposable adjunct to the main PC.

Like WFRP, it's the setting of WH40K that hooks me, with its insanely Gothic aesthetic and black on very dark grey morality. I also prefer the older versions of this setting, which were generally grubbier and less organised, and I'm not wildly keen on new additions like the Tau and the C'Tan. My Dark Heresy campaign had Squats and Imperial Beastmen.

Head back tomorrow for Day 7, and remember to check out the hashtag for more game-related goodness.

Saturday, 6 April 2013

Golden College Days

Another random idea for a game for grown-ups (sort of), is the epistolary campaign, although they can be tough to organise and keep going. I was in one once that sort of fell apart, in my case because the resources of Camberley public library were simply insufficient for the rigorous academic research involved. The advantages are that there is no need to get anyone together, the group can be theoretically any size and there is no need for a fixed time slot. In addition, plenty of folks really jam on serious letter writing.

Some possibilities:

1) De Profundis. Easiest, in many ways, as it requires no GM and no central organisation, but does require serious commitment from the player group.

2) Mail Call of Cthulhu. More structured than DP, this would require a GM to provide the backing plot. The two main variations would be investigator and cult focused, and it might be fun to run two games simultaneously, with one troupe playing a disparate group of investigators and the other the leaders of a set of cells in the Cthulhu cult.

Hmm...

3) Golden College Days. The concept which prompted this post: A WFRP epistolary campaign with a group of former buddies from the colleges of Altdorf stumbling on the disparate arms of an Empire-spanning conspiracy.

4) Postcards from the Hedge. A Changeling: the Lost campaign, focusing on letters and dreams, with the scattered members of a motley investigating the manifestations of their erstwhile Keeper. It would be a slightly CoCish game of Lost, but then that style suits the epistolary format, given that mythos fiction is rooted in it and takes much of its form from its constraints.

The written letter form of this concept would be rooted in a fear of electronic communication (They can intercept celphones in the Hedge, so why not elsewhere? Why not email?), and perhaps a sense of tradition drawing on the strange and feudal nature of Lost society. You could do something similar with the Invictus, of course, but most of the people I know who would jam on that already do so as a sub-game of the IoD national Requiem chronicle.

5) Munchausen by Proxy. Easily my most tasteless pun of the year to date, this would be a variation on the 'live action' Adventures of Baron Munchausen, played by mail, with the players - again, without a GM - competing in tale-telling by mail. The exact structure might need some work for this one.

Thursday, 14 March 2013

Fiasco


Thinking about running tabletop games, while I still want to find the time some time to run a 40K campaign, it occurred to me that something much more doable would be to organise some one-shot Fiasco sessions.

Fiasco has many advantages for the busy gamer. It's highly structured and runs as a one-shot game of about 2-3 hours length. It's focused on a series of one-to-one scenes which the other players watch and adjudicate on, which makes it just about perfect for Skype or Hangout play. There are online dice rollers and simultaneous file sharing software to run the index cards and all-important dice. It requires about four players overall and as there is no chronicle does not require a fixed group.

ETA: Oh yes, and most of the playsets are free, making it a doddle for everyone to get a copy even if playing over Skype.

The more I think of it, the more perfect it seems.

So, now I just need to pitch it to you guys:

Fiasco was designed to accommodate collaborative storytelling in the milieu of modern noir; the world of the Cohen Brothers and Elmore Leonard, where greed and lust and the occasional good intention collide in a catastrophe of post-hubristic downfall, and while later playsets have widened the field a little, it still holds to the same basic structure.

Set-up - Roll a bunch of dice and use those with the playset's tables to determine the relationships between your characters and the needs, objects and locations they will interact with. Once those are established, decide who you're actually playing.

Act 1 - Take it in turns to play out scenes which develop the themes you've selected.

Tilt - Set up a change halfway through.

Act 2 - As Act 1, but with a focus on moving to your resolution.

Epilogue - A final montage for your characters.

The dice not only set the options for plot elements, but also provide a pacing mechanism. Each scene gives someone a die. When you're halfway through, you tilt; when you're out, it's done and you narrate your epilogue based on the dice you've collected. It's not exactly roleplaying the way we're used to it, but it looks like a lot of fun.

Need more explanation/convincing? Here's Table Top doing Fiasco:

Set-up:

Act 1:

Act 2: