On “Balance” in RPGs

Recently, esteemed developer John Wick sparked debate over the subject of “game balance” in RPGs, arguing:

In a roleplaying game, game balance does not matter. What matters is spotlight. Making sure each player feels their character had a significant role in the story.

There’s a lot in the broader piece that I agree with, and a lot that I disagree with.  Before reading any further, go read Wick’s post over at his blog, otherwise the rest of this post won’t make sense. Continue reading

War of Ashes Beta: Final Summary

The War of Ashes beta playtest comes to a close today.  Since the beta test began, I’ve run a session of character generation, a two-part adventure, and a one-off game that was essentially just one big combat to try out the new mechanics some more.  That’s given me plenty of time to enjoy what I like about the game, but also plenty of time to work out what I think needs work, and even suggest some changes of my own. Continue reading

Fate of the Musketeers: Swashbuckling Mini-Hack

EDIT: I’ve since written stunt trees for each of six Fighting Approaches, which you can view here.  I’ve also removed the option to discover an NPC’s bonuses and penalties (struck through below), for reasons explained in that post.

Last year a friend of mine ran a short Fate Accelerated campaign about the Three Musketeers.  Said friend is half-French, and harbours an enthusiasm for the Musketeers that not even my terrible, exaggerated, possibly racist French accent can dent.  So it was a great game, with all minimum standards of derring-do and swashbucklery attained.  We all agreed to come back to play in another Musketeers campaign at some point, this time using Fate Core, and also characters of our own invention (instead of the Athos/Porthos/Aramis/D’Artagnan line-up of the first game). Continue reading

Back in the UK

Well, GenCon is over and I’m back in London.  Though the convention ended 48 hours ago, I’ve only had one sleep since then, so I’m pretty much running on fumes.  Even so, my last trip to the exhibit hall feels distant indeed.  Maybe it’s the speed at which Indianapolis transformed back-to-normal on Monday morning, but GenCon’s already starting to recede into memory. Continue reading

GenCon: Day Four Overview

I just sat down for dinner, with dessert, and I’m so tired that my speech is slurred.  Which can only mean that GenCon 2014 has come to an end.  The unofficial motto of GenCon is “eat, sleep, game: pick two”; I seem to have half-eaten and half-slept over the last four days, which is at least mathematically compliant.

Today was a short day, with events only running for six hours (contrast yesterday, when I was busy 9am to 9pm).  Here’s what I got up to: Continue reading