Review of 2016

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

CAMELOT Trigger: Armoured Human NPCs

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

Mini-Review: Swords Without Master

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

CAMELOT Trigger: Emergent NPCs

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

The Third Horsemen: Final Thoughts on the Dystopian Universe Beta

Disclaimer: This post concerns the beta version of an unreleased game. The commentary below may not reflect the contents of the game’s released version.

Evil Hat’s Dystopian Universe beta is now closed, and the last of my feedback is submitted. Bound as I am by “disclosure pledge” obligations, it’d be remiss of me not to conclude our campaign story, and provide one final bit of feedback. Continue reading

The Third Horseman: Initial Feedback for the Dystopian Universe Beta

Disclaimer: This post concerns the beta version of an unreleased game. The commentary below may not reflect the contents of the game’s released version.

A tsunami of post-it notes. That’s my stand-out memory from the first two sessions of the Dystopian Universe RPG. One of the players (or more than one, or less than one MAYBE I’M BLUFFING) ended up with a secret that required them to pass on notes to the GM, and I guess everyone wanted in on the act. Continue reading

Dystopian Universe Beta: Character Generation

Disclaimer: This post concerns the beta version of an unreleased game. The commentary below may not reflect the contents of the game’s released version.

Last week we had our character creation session for the Dystopian Universe RPG. Whilst we were missing a player, that didn’t prevent us cracking on with a systems overview and setting generation. Our fifth player, a Fate veteran, didn’t require quite the same level of education, and has now mostly confirmed what his character is going to be too. Continue reading