It’s been nearly two weeks since Nine Worlds 2015 now, so we’re well overdue my review of the event. The short version is that I had a good time! Continue reading
Author: mpduxbury
#RPGaDay2015: Week Two
Gah, I had this all written and ready to post on Friday, but whilst off on holiday I forgot to hit send. Oops. Anyway, this is days 8 to 14 of my #RPGaDay, apologies it’s not actually posted until the 16th. (And yes, I’m aware I still haven’t posted the aforementioned Nine Worlds roundup – I’m back in the country now, so it shouldn’t be too far off.) Continue reading
#RPGaDay2015: Week One
It was recently brought to my attention that I’ve now been blogging for over a year. Congrats to me for keeping it up, with only the occasional inexplicable absence. Hopefully the momentum’s built up now for me to continue for years to come.
Anyway, what reminded me of this anniversary was the beginning of RPG a Day 2015, a one-question-a-day autobiographical gaming history thing that I also embarked upon last year. And by embarked upon, I mean I started it, and kept going for most of the month… but didn’t finish. Oops. Continue reading
Mini-Review: Hillfolk
Hillfolk is difficult to play, but difficult does not necessarily mean bad. Whilst not crunchy, game sessions often devolve into lengthy interpretations of mechanical terms, especially what constitutes “an emotional concession”. That’s a turn off for players who like to be perpetually in-character, but debating the thoughts, feelings and emotional needs of a player character IS roleplay. It’s just not the kind you see in most RPGs. Continue reading
What I Think About Age of Sigmar
After a year of destroying the Warhammer world piece by piece, Games Workshop called an official end to the game’s 8th edition a few weeks ago by releasing the rules for “Age of Sigmar” online. A substantial departure from all previous versions of Warhammer, Age of Sigmar isn’t so much a 9th edition as it is a replacement for a retired game that it happens to share a thin sliver of continuity with.
Gone is the rulebook five hundred pages long, replaced with a 4 page PDF that contains all you need to play except stats for individual units. Gone too are the 15 standalone armies, trimmed down to a mere 4 factions. A radically different set of mechanics have transformed Age of Sigmar into a skirmish game rather than a mass battle system. Perhaps most controversial of all, units are no longer assigned points costs, a measure that historically ensured players selected armies of equivalent power for a balanced encounter. Instead, now players just use the figures they want to play with.
The reaction of the game’s established fanbase, has been… hostile. Continue reading
RPG Awards Season 2015
GenCon 2015 is at the end of this month, and I’m not going. This makes me very sad, but I’m at least able to enjoy the flurry of excitement online that coincides with roleplaying’s biggest weekend of the year. Part of that is enjoying a period of retrospection, as we look back over the year since the last GenCon, and see how the industry has matured in that time. A couple of weeks ago, the nominations for the Ennies Awards and the Diana Jones Award were announced, which frames that discussion quite nicely. Continue reading
The Rashness of Yurion: A Warhammer Short Story
And now for something completely different. Fiction. Probably not very high quality fiction. But there’s context here that makes it relevant, so allow me to back-up for a bit. Continue reading
Board Games and Friendship: #51in15 Update
Last week a friend invited me and a couple of others out to his dad’s house in Hampshire, to dog-sit and enjoy a short summer vacation. The break was a huge success for a number of reasons: I got on with the dog, even though I am cynophobic; the weather was mostly lovely, even though I live in Britain; and we played loads of games, which wasn’t particularly unlikely, but was wonderful nonetheless. Continue reading
Mini-Review: Psi*Run
When people talk about “empowerment” in RPGs, they usually mean giving players the ability to own their successes, but I think it’s more important for players to own their failures. When I screw up, I want to know why, and how I can maintain some control regardless; or better yet, know that the failure was MY FAULT, so I can learn from the experience and do better next time. Psi*Run embodies this with one of the most beautifully elegant core resolution mechanics in the history of roleplaying. When you act, you don’t roll individually to see if you succeeded, if you were hurt, or if your superpowers remain stable. Instead, you roll EVERYTHING, all at once, and CHOOSE where to assign successes and failures. Never has a game delivered such power to the players whilst trapping them in awful lose-lose situations. It’s both a delightful and agonising challenge. Continue reading
UK Games Expo 2015
I like Dragonmeet and I like GenCon, but they’re far from equivalent experiences. Dragonmeet is a small, one-day, cheap and cheerful event, that draws attendance from a small number of game design luminaries, and runs in the city I live in. GenCon is a four day gaming juggernaut attended by the biggest names in the industry, that takes place on the other side of the planet and costs me hundreds of pounds to get to.
This year I was finally exposed to a sensible middle ground: the UK Games Expo. Continue reading