Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Tuesday, September 28, 2010

Art of DMing: Making Published Modules Your Own (Part IV)

When last we left them, our heros were hot on the trail of a stolen artifact…

(As always, previous parts can be found under the Art of DMing tag.)

Friday, September 3, 2010

Art of DMing: Making Published Modules Your Own (Part III)

If you've been keeping up with this series, you know that I've been taking my players through some of the classic B series of modules. Unfortunately, I broke one of the cardinal rules of GMing published adventures when I started this campaign: I didn't read the whole adventure. Reading and familiarizing yourself with everything prevents a lot of embarrassment when it comes to your game - and not just from accidentally undermining yourself.

Saturday, August 28, 2010

Art of DMing: Making Published Modules Your Own (Part II)

I didn't intend to leave this big of a gap in between the entries in this series, but real life and scheduling problems intervened and I didn't want to get ahead of what actually happened in the game.  As you might remember from Part I, my players were looting clearing monsters out of a castle that had been purchased by a local merchant with too much money and too little sense.

Wednesday, July 14, 2010

Hacking Fate: Capers, Part 1



The Fate system from Evil Hat is possibly one of my favorite modern RPG systems.  For me, it hits the sweet spot of mechanical complexity, where players have interesting tactical choices to make in a conflict, but aren't bogged down by needless complexity.  Each iteration the game goes through refines it even more, from its beginnings as a set of diced rules for Amber to the latest expression, the Dresden Files RPG.





I am also partial to a good caper: heists, grifts, and cons make for great viewing.  Until the Leverage RPG comes out, though, there's not much in the way of support in the RPG world for that type of game - but Fate's aspects seem perfect for the kinds of problems that grifters and thieves run into, and giving the players power to make declarations can produce a more involved caper than if the GM has to make everything up on his own.



Monday, July 12, 2010

Actual Play: Back to Basics

Recently, I came to an important realization about my choice of games: I have a greater tolerance for system complexity when I am a player than when I am a GM.  Unfortunately, that realization came several sessions into our Fantasycraft game.

Fantasycraft is an excellent system with a lot of pieces that I like, but it hovers on the edge of my desired complexity level (its predecessor, Spycraft, was just over that edge), falling somewhere inside "games I enjoy playing" but just past "games I enjoy running".  The upshot of this realization was that our group had a talk about what we were doing and where we were going, and of the various options put forward we decided to go back to where it all began - well, for me, anyway.