This video was requested by Alice Vidrine via my Youtube channel, she asks how to encourage new players to Fate to make use of the Create Advantage action.
I’ve just been reading a post on one of the online Facebook roleplaying groups that I’m a part of, where someone asked what seems like a fairly simple question: “What are the reasons that so many people are unwilling to play anything but D&D?”
Now, I’m not the worlds biggest fan of D&D–although I’ve played all but the earliest editions and have been looking with interest at some OSR stuff recently–but even as I was preparing a reply along the lines of “well there could be numerous reasons, visibility of the game line, it’s what their friends play, etc etc” a number of responses popped up that gave me serious pause for thought. I’m not saying that all of the responses were in this vein, but there were certainly a number of posts that suggested people who stuck with D&D were afraid to play other stuff, or were too self-conscious or were subterranean Morlocks crouching in basements fearing to step into the warming light of the cool new systems in town. Okay, I’m exaggerating on that last one, but you get the idea?
Given my recent love affair with James M Spahn’s White Star–you can see my video review of it here–I’m thinking of running some OSR style sci-fi when when Dungeon World campaign wraps up in a few weeks or so; I’ve been looking at the concept of hex crawls and have even taken a few ideas from them to use in my ongoing FFG Star Wars campaign and the methodology seems to work well in a sci-fi genre. Given that so many sci-fi franchises have effectively been reskinning fantasy races to use as aliens for a long time, I thought it might be interesting to do the reverse and run a science-fiction setting where the fantasy analogues were embraced openly.
I’m not talking about a Spelljammer-esque fantasy in space style game but a science-fantasy game (ala Star Wars) that takes direct inspiration from fantasy races and ideas to use in the setting.
Disclaimer: When I’m talking about crunchy, rules-heavy or simulationist games in this post, I’m not implying they’re bad–hell, play what you want–but they’re just not for me.
As you might gather from the disclaimer above, I’ve never really been a fan of simulationist games or ones that have vast tomes of increasing complex rules, TBH I’m surprised that I like FFG’s Star Wars so much given the number of specialisations, bonuses and other stuff that is in there, but I suppose preference is a fickle beast. Since sometime last year–probably even before that–I’ve been noticing that my preferences have been moving towards simpler and simpler RPGs. Whether you want to call them RPGs or Storytelling games is an argument for another time, I’m going to stick to using RPGs in this blog entry.
If you’ve seen any of my stuff online you’ll know I’m a big fan of the Fate and Dungeon World games, both of these have–in my opinion–a nice clear central mechanic that pretty much everything else in the rest of the game references, and for a long time I thought that was the big lure of these games for me, but I’ve also started taking an interest in OSR products.
We’ve all been in that position from time to time when you run a game session that you don’t feel is up to your best standards, this could be for any number of reasons, you might be tired or have other things going on that serve to distract you from running the game. Continue reading
These random things articles are designed as quick idea generators for time-pressed GMs who want to inject some additional details into their game. Street vendors are often seen in smaller settlements in fantasy RPGs where there are no established markets, selling their wares from wooden carts or in simple crates at the side of the dirt paths that serve as the main throughfares, however they can also be found in larger settlements, either trying to dodge taxes or perhaps they simply can’t afford a pitch on a more prestigious market.
Okay so you’ve done your prep, got the campaign running and have run your first session, surely that’s it for prep until you start getting ready for the next session right?
Wrong. You certainly could run games like this, however, there’s a few little bits of prep you can do after your session has finished that will make your life easier and improve your campaign in the long run.
I’ve waxed lyrical about the virtues of Tiddlywikis before, small programs that you can use to host and reference the information for your campaign, well I’ve recently started them to for two campaigns that I’m running and they’re now hosted on my website:
The main focus of a lot of peoples prep occurs when getting ready for running an actual session, this post isn’t going to talk about the specifics of writing an adventure or creating a story for a session, but rather what sort of things you should get ready and have to hand when you run it to make your job easier.