Bang bang bang

I’ve talked (a lot) in the past about running games that are essentially built on nothing but Bangs (or as SotC would have it, decision points). In (very) brief, this is a mode of GMing in which (most commonly) you come up with dilemmas that the character has to deal with, somehow. That’s actually simplifying […]

Hell did not freeze over, but it did get a little brisk down there.

So I went down to Lee and De’s yesterday and, with Randy, Meera, and Kingsley, made up characters for a run of Spirit of the Century, in an Amber-that-never-quite-was. Yeah. Amber. An Amber with ray guns, planes that flap their own wings, clockwork-driven trump machines, a steam-driven monstrosity called Morgenstern, and growing fleets of zeppelins […]

Conflict Resolution vs Task Resolution: FIGHT!

So there’s a conversation on Story Games about “Conflict Resolution” systems and “Task Resolution” systems, and asking which one people like better. I liked the conversation. I’m going to distill my thoughts here. The whoza-what-now? (where I explain what I’m talking about) See, there are two main kinds of resolution mechanics talked about, because there […]

Wierd internet gestalt

So, I was at the Forge forum, and reading down the forum thread: [Forge Midwest]Interview with Ron Edwards, and promised myself to listen to it, cuz I met both the participants for the first time at the con, and that was really cool, and apparently the interview is good also. Then, down toward the end, […]

SotC Hack

John Harper (author of Agon) is playing in a Spirit of the Century game and hacking in some things that I really find useful and interesting. over at The Mighty Atom: SotC Hack is a post about tweaking the Stress/Consequences bars to make Consequences happen more and generally speed up combats a bit. It’s a […]

As though I needed another reason

[Breaking the Ice] – You proved me wrong! When I initially heard about Breaking the Ice however-long-ago that was, my immediate gut reaction was “Oh, come ON! That won’t be fun!” I don’t know what it was about the game (or rather, the idea of the game) that rubbed me the wrong way. But there […]

I have played Spirit of the Century and I am exited.

There are a dozen reasons why, but the bottom line is that I think this is quite possibly *the* game to use for a regularly-scheduled, everyone-makes-up-a-character-and-whoever-shows-up-plays, campaign. In quick summation: The Century Club is the easy background that ties everyone together and explains why [random list of this evening’s participants] were called in for [current […]

Boiling down Theory

Most of the roleplaying game theory out on the intertubes that originated on the Forge is part of the Big Model. You won’t have heard me talk about the Big Model before, because frankly I don’t get it — I talk about small parts of the Big Model, because I feel like (a) I get […]

Old School Holocaust

The boys of the Durham Three go super-old school with a game of Twilight 2000 and discuss what about the game is definitive old-school and what makes that awesome. Quote of the podcast: “I just don’t have a problem beating up feral children… in a game. You put a feral child in front of me […]

I hate that idea umm… Here’s what I like about that idea…

Remi, from the Durham Three podcast, posts some actual-play on Primetime Adventures, played at Camp Nerdly (which ran the same weekend I was all warm and sunny in Florida, so I don’t really feel bad for missing it.) [Camp Nerdly – PTA] Sexitricity. Why am I linking it? Because in one part of the thread, […]

Elemental

I dreamt a game mechanic last night, based on the five Chinese elements and Rock-Paper-Scissors, as in “Fire scours Earth. Earth blocks Water. Metal slices Air. Like that. Except I think almost everything beat Air and Metal, the way I dreamed it. So anyway, the character sheet has a kind of pentagram on it, where […]