Six months since I last posted! Unlike last time, I’m not going to make the mistake of promising to restart regular blogging again. I should have known better than to tempt fate.
As before, I’ll present evidence of the RPG work I’ve been doing instead of blogging, by way of an apology. Continue reading
Long time since I wrote anything substantial here. Other than promotional posts, I haven’t blogged since 2018. But it’s for the best possible reason really – I haven’t been writing about roleplaying games on my blog, because I’ve been too busy doing paid design gigs for roleplaying games instead. Continue reading
Part 8 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core.
Last time I hinted that the embellishing of our digital conflict rules in Ferrymen had also coincided with some changes to space conflicts as a whole. These changes were partly made to allow as much compatibility between our different conflict systems as possible. However, the update is also the result of many MANY hours of playtesting the system in our campaign – 71 sessions and counting! – and adapting it to better suit the priorities of what our group wants to focus on with their spaceships (as well as more boring concerns like game balance). Were I to summarise the changes, I’d say they reflect a deviation away from the assumptions inherited from Diaspora, and towards a more streamlined and action-driven focus, with its own hard sci-fi identity. Continue reading
Part 7 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core.
I haven’t blogged much about Ferrymen recently, but it’s always tinkering along in the background. Now entering its 7th – and likely last – year of play, the lead-in to the campaign’s epic finale has ramped up the pace and tension. This year, the crew have gone on trial, been incarcerated for a year, escaped, and now are desperately fleeing the galactic Carthaginian administration that considers them a criminal menace. Continue reading
I think I’m getting old. I spent all of last weekend at Nine Worlds complaining about how tired I was, how stupid it was to attend the week after GenCon, and how I’d never be that stupid again. So I was pretty surprised to look back at old blog posts and learn that not only did I do the same cons back-to-back two years ago, but that I seemed pretty chipper by the end of it. The weary refrain of all men in their late-twenties: grant me the long-lost vigour of my mid-twenties. Continue reading
Last year I produced a rules menu for the Cortex Prime RPG system – a breakdown of all the variant rules modules used by the game, in an digestible format, that GMs could print off and tick through to build their own personal ruleset. Since then, there have been two more versions of the beta released, so I’ve produced a new version of the rules menu to keep up with the changes.
Click here to get the latest version! Continue reading
I think 2017 was a pretty good year, certainly compared to the one before. Here are my 17 highlights from a year with lots and lots of roleplaying games! Continue reading
I recently started running a 1-v-1 game of Smallville with my girlfriend, as she’s considering adapting Cortex Plus Drama for her own upcoming campaign. It’s an interesting challenge, taking a game that’s so clearly designed to generate momentum from the interactions of a player party (the campaign villain is usually a PC), and trying to make it fit to our quite specific requirements. It’s also been a challenge relearning all the things I didn’t like about the game when I tried it the first time: the impenetrable layout, inconsistent rulings, and seemingly limitless ways in which the game’s Plot Points can and cannot be spent. If it wasn’t for Stephen Morffew’s comprehensive Plot Point exchange chart, I think I’d be lost entirely.
Sitting snugly in the centre of my love/hate Venn diagram is the relationship map Smallville uses to form the basis of its “Pathways” character creation. Continue reading
Part 6 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core.
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
Recently in my Force and Destiny game, the PCs found themselves needing to raise a lot of money in a short amount of time. Inevitably, it was decided that the best way to achieve this was to enter (and bet on) an illegal podrace. Continue reading