Horror RPGs are difficult to run because they live and die on strength of tone. The suffocating dread of an excellent horror game delivers a cathartic thrill unlike anything else in the hobby… but when mishandled, it’s fodder for unintentional comedy. Ten Candles is a fantastic game because generating atmosphere is its first priority – it’s dark, thematically and literally. Best of all, it’s a game where you get to set things on fire. Continue reading
Character advancement is a staple of roleplaying. Character deterioration is less common. Fiction is replete with heroes who lose everything to achieve victory, stories with pathos, so cathartic to roleplay. Becoming fulfils that niche by upending the concept of the “player party”, underlining the tragic loneliness of the sacrificial saviour. What does that mean in practice? One PC. Three GMs. Continue reading
A couple of years ago, I sat down with the players in my ongoing hard sci-fi Fate game Ferrymen, and agreed on a direction that we wanted to take the campaign going forwards. The players all agreed that after thirty-odd sessions of building contacts and making a name for themselves, it was time for their actions to start counting on a galactic political stage. I put together a ruleset for controlling galactic factions and waging political conflicts, which can still be reviewed here.
Since then, we’ve played enough games with those rules in play that I have a good understanding of their limitations. Continue reading
Atomic Robo is a great webcomic. Fate Core is a great RPG system. A Fate adaptation of Atomic Robo should be a slam-dunk, but the result is somehow less than the sum of its parts. Most of the Robo-specific rules innovations don’t work properly, and whilst the core system at its heart works just fine, I couldn’t really recommend this product over Fate Core vanilla even if someone was specifically running an Atomic Robo game. Which is a shame. Continue reading
There are plenty of more socio-political aware blogs providing commentary on the atrocity that was 2016. I don’t have much to add to that, only to say that, even disregarding international events, personally this has been the worst year of my life.
I played some cool roleplaying games though 🙂 Continue reading
Tournaments, duels and frank exchanges of views are a staple of the Arthurian romances – as much as, if not more than, full military conflict. In the universe of CAMELOT Trigger, the Emergent might be the ultimate enemy, but that doesn’t mean that human knights don’t have plenty of reasons to clash.. Noble houses manoeuvre around one another, and beyond the Round Table, pirates and brigands take advantage of the turbulence to prey upon unwary travellers. And then there are those truly villainous souls who willingly serve MerGN-A herself…
Last time I provided a few Emergent NPC statlines for GMs to use in their games. This time I want to expand that range to include human adversaries. In each instance, I’ve provided an archetype of human opponent, then an example character who fulfilled that role in my campaign (with stats!). Continue reading
There’s a dichotomy in the range of RPGs: if combat is important to a game, it must be tactically deep, and therefore long and complicated; alternately, if combat is resolved quickly and without fuss, then it can’t be a game where combat is important or satisfying. In an age where even the most action-packed movie blockbusters are still 75% “talky bits”, rarely is it considered that games about violence should resolve that action with a fast pace that matches the narration.
Swords Without Master is an exception. Continue reading
I’m delighted to report I have now published 100 posts on this blog! 100 posts of game reviews, rules hacks, convention reports, award show coverage, playtest feedback, actual plays… and, as is the case with this post, self-congratulation. Continue reading
I love CAMELOT Trigger. I love the setting, both the strength of its elevator pitch (“What if the Knights of the Round Table piloted mecha to fight robots in outer space?”), and the extra details that spark the imagination, without including too much to constrain it. And I love the system for mecha construction and combat, which brings an extra level of tactical thinking to Fate conflicts, reflecting the military-focus of the genre. We finished our campaign last weekend, and I’m still buzzing with excitement from a campaign-well-done.
I don’t love the example NPCs. Continue reading