Mortal Coil

This weekend, Kate’s in town and I wanted to have a social kind of gaming thing — while both she and I game, we really haven’t done much gaming together at all — basically two games I’ve run had a few too many players and were both kind of chaotic (either as a result of the group size, or intentionally, or both).
So anyway, due to the super-creative nature of the player’s we’d be doing this with, and the fact that the my regular group’s history involves a fair amount of diceless stuff, I decided on running Mortal Coil, which I’ve been excited to run, and seeing what happened.
The problem: I haven’t actually run MC before.
The solution: test run with two of my ‘regular’ players (Dave and Margie) to go through the whole ‘pitch session’, character creation, and a sample conflict to see where the hitches and questions arose.
The result: [AP] From the Casebook of Donne & Donne, Detectives — lots of fun and, as you can see from my post to the Forge, lots of rules questions.
The whole thing DID prompt me to go back to the Mortal Coil section of RandomWiki though, and reread MortalCoil – Conflict Examples. These were all written by the game’s author; I thought they were cool and useful before I’d run the game — having now run it, I think they’re damned near invaluable.

2 comments

  1. As I noted in my own blog, the character and world creation tools (initial and ongoing) are very cool. We struggled a bit with the conflict mechanism, but I expect that will fall out quickly.
    And, honestly, I’m in love with Donne and Donne, and figure I’ll either write something around them sometime, or else haunt you if we never do a PUG with them.

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