Tag Archives: RPG

Adventure Log: Cyberpunk Red: CabbageCorp Part 11

There are many reasons to return to somewhere you’ve already been. Maybe a favorite bar has the right atmosphere for you, or a certain country provided an unforgettable vacation. For CabbageCorp, though, retracing steps usually happens when an earlier discovery is about to turn bad.

Don’t get me wrong, the team’s apartments in Potwin provided a safe (though corporate controlled) haven, and downtown Hydropolis has been walked up and down. But just like building a bar on the wreckage of a former enemy, the team once again will have to pull something useful out of an earlier haunt.

While returning from the ill-fated visit to the Biotechnica Nature Preserve near Spokane, Mason was informed that his former direct report, Brick, had been promoted to lead a team of his own. Mason interviewed a new team member, a support netrunner, but his relationship with Brick wasn’t exactly over. In fact, just a day later Mason and CabbageCorp were answering Brick’s distress call out in Emporia, Kansas.

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Solitaire Storytelling: Laser Beams Like So Many Stars

I am a huge fan of mechs and their amazing pilots. I love to watch their heroics on the news; I visit when pilots come to my town; I own multiple letterman jackets emblazoned with mech pilots’ insignias. I’m burdened with the dream of piloting and eclipsed by the fear that I will never be more than a spectator. I love that which is unfathomably above me, as they exchange Laser Beams Like So Many Stars.

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Good Strong Hands Review

I have to admit, fantasy games come to the plate with two strikes for me. The ubiquity of Dungeons and Dragons, coupled with the large number of single-game players, means that fantasy games generally need to work twice as hard to do something interesting within the existing constraints of the genre. When I first read Good Strong Hands, I saw a game that leaned hard into a very broad, often repeated conceit: A great evil is corrupting the land and you, the heroes, must stop it. Couple this with light, fairly basic mechanics, and I didn’t really know if I was going to find anything interesting in this game.

Luckily, I was wrong. While Good Strong Hands is a rules-light game, and while it absolutely leans on a simplified view of good and evil, it takes this basic struggle and makes it the centerpiece of the game. The mechanics of the Void, Shadow and Corruption, force players to make tough decisions and place the voice of evil with the GM to play with as they wish. The game does want to see its players triumph, but the risk of falling to the Void is very real and a party will likely see at least one character lost to evil in a campaign.

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The Trouble With Drama Mechanics

Role-playing games are all about characters, otherwise they wouldn’t be role-playing games. And what really gets someone invested in a fictional character, whether they’re playing the character or watching or reading the character, is the character’s personal journey. We love to see it in books and movies and we love to see it in RPGs, but in RPGs we typically aren’t given additional rules to support these sorts of stories. This is in part because these stories haven’t been the focus of most RPGs, well, ever, but it’s also in part due to the belief of designers that characters’ inner lives should be governed by the people who play them, not by rules.

The issue with this is that mechanics are what provide richness for games. We want PbtA games to have a palette of different moves, and we want each playbook to feel different. We want a military simulation to differentiate between all its guns and vehicles. So why would we not want rules that help us look at and play out character drama? When I looked at Hillfolk a few weeks back, one thing I thought it did very well was stake out three necessary drivers of dramatic conflict: character desire, character internal conflict (the ‘dramatic poles’), and character external conflict (‘fraught relationships’). What was missing was the next step, which was to provide structure and guidance to build and play with those drivers.

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Crowdfunding Carnival: May, 2022

Welcome back to the Carnival! Here at the beginning of May it’s a momentous time to be looking at crowdfunding. Well, that’s partially true. If you’re interested in the high profile campaigns earning hundreds of thousands or even millions of dollars, it’s a momentous time to be looking at crowdfunding. If you’re another indie fellow trying to get by, it’s another month. If you’re looking for those indies who have broken into the big leagues, though, there’s a great example of that going on right now. We’ve got co-marketing, we’ve got little old ladies solving murders, we’ve got Tarot cards, and, of course, we’ve got Free League. Let’s take a look.

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Cold Fires, Jedi Shadows, and Creativity: Why You Should Listen To Force Majeure

“Unforeseeable circumstances that prevent someone from fulfilling a contract.” That’s one of the legal definitions of force majeure, and I can think of a few examples. Getting discovered by a dark figure known as Tenth Brother might prevent you from fulfilling a work contract, or the ‘contract’ that is your prison sentence. An “irresistible compulsion or greater force” is another definition, and an offer you can’t refuse to retrieve an artifact from a strange wasteland certainly fits the bill. However, that second definition is also a pretty good description of the reasons Why You Should Listen to the podcast known as Force Majeure. You know how it goes: a long time ago, in a galaxy far, far away…

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Hillfolk Review

The early 2010s produced the indie darlings of today. While game design moves fast, systems like Fate and Powered by the Apocalypse still form the bedrock of what most gamers consider ‘indie’, even though they are relatively conservative extensions of traditional games like Dungeons and Dragons. There were other games that pushed further, though. In 2012, Robin D. Laws and Pelgrane Press campaigned a game called Hillfolk on Kickstarter. The Hillfolk campaign emphasized its Iron Age setting, even including a neat bit of interactivity in the campaign where backers could choose to back either the ‘Lion Clan’ or the ‘Wolf Clan’. The mechanics, though, were significantly more important and more interesting than the setting, as well as the most divisive feature of the game.

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On Being An RPG Reader

There was something in the air last week. We talk all the time about playing roleplaying games, and last week Aaron focused on Collecting them. When we went to gather up content for the Weekend Update, it turned out the hive mind was in agreement with us: playing,  collecting, and reading are all different iterations of the roleplaying game hobby. So what, then, of reading? Collectable items grant satisfaction simply by possessing them, but play is the main event, right? Surely, if you only ever read a roleplaying game book but never get to play its game, it gets relegated to the Shelf of Shame? Well, if the hobby is a Playing/Collecting/Reading Venn Diagram, I’m going to zoom in on that Reading section and explore what I think is another Venn Diagram for the motives behind that reading: Learning, Research, and Enjoyment.

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