#RPGaDAY 2016, Day 11: How did the tabletop RPGs you’ve played shape how you play now?

Oh, I love this question (again, supplied from Tracy Barnett): How did the RPGs I've played shape the gamer I am now? It's a different question from the real question for day, "Which gamer most affected the way you play?" But there is a bit of overlap. There are moments in one's gaming life where something clicks and is so profound it changes how you run (or play) the games you enjoy so. Here, I'm thinking about five different games: InSpectres; Buffy, the Vampire Slayer; (a game session of) Shadowrun, 4th Edition; Burning Wheel; and Apocalypse World. Continue reading “#RPGaDAY 2016, Day 11: How did the tabletop RPGs you’ve played shape how you play now?” »...
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#RPGaDAY 2016, Day 3: A Character Moment You Are Proud Of

Often we play long campaigns that don't have a stopping point in mind, and so the pace of the game can be quite casual. My preference is for short-run campaigns, or campaigns where there's a time limit. No time to haggle over the price of blue-fletched arrows. There's a sense that we've got to get to the meat of the story if we only have five or seven game sessions. We're playing Lady Blackbird. ((Get it at http://www.onesevendesign.com/ladyblackbird/)) Last year, I said we had five sessions, but I think we really had eight. But we got to some good points in the game. One of my favorites was Amy's last scene in the game. Continue reading “#RPGaDAY 2016, Day 3: A Character Moment You Are Proud Of” »...
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#RPGaDAY2015, Day 25: A Revolutionary Game Mechanic

For my Favorite Revolutionary Game Mechanic, I was planning on writing about Audience Participation rules for Primetime Adventures, but while it's one of my favorite game elements, it hasn't really been added to games that followed its introduction. This is a shame, but I can see how it was forgotten or ignored by later games. Most roleplaying games are thought of as being played in private, around a table or over a virtual tabletop or from the sofa and chairs in the living room. Audience Participation comes in when you're playing Primetime Adventures in public. When a conflict comes up, people watching the game also get a card to vote for which side of the conflict they want to win. ((In earlier editions, they could also get narration rights, too, so they could definitively say what was going on in the conflict's aftermath.)) It's a neat rule that allows for interesting play at game days and conventions. Huh. I guess I...
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