From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
Which 'dead game' would you like to see reborn?
This is an easy one, and I'll keep this short since it's nearly August 12th as I write this.
Twilight 2000 is a game I've written about in the past. It's quite well done, and as far as "speculative fiction," well...come one, folks. It's not that hard to imagine similar scenarios given our current political climate.
All it needs is a little update...call it Twilight 2019. Put together some stats for our currently military gear, vehicles, drones, etc. Update the tech and unit types for our potential enemigos. And bam...instant revival.
Wouldn't even change the (first edition) rules as written. Just bring it back to life. I'd play it.
Friday, August 11, 2017
Thursday, August 10, 2017
RPGaDAY 2017 #10
From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
Where do you go for RPG reviews?
Well, in this case it really depends on the game. The easy answer is "Google;" I run a search with the name of the game and "review" and see what the Google-machine returns.
However, that's usually not enough for me. I enjoy reading multiple reviews on a product, attempting to get different perspectives. A lot of reviews these days (unfortunately) spend a bunch of time discussing "production values," something I could care less about. Yes, a nice looking game looks good on the shelf, but (in theory) I'm buying these things to play.
RPG.net used to be my go-to for RPG and reviews...and still is when it comes to older games. But older reviews tend to disappear off the site and the things that actually get reviewed tend towards only the most popular or buzz-worthy games and supplements. It's become kind of a wasteland over there (I never bother reading the comments on reviews).
Furthermore, while I do purchase things off DriveThruRPG (and its sister sites) I pay little attention to the reviews posted to products. Usually, I'm going there to pick up something I've already decided to purchase (same with products on LuLu), so it doesn't matter to me whether some anonymous user posted they like or dislike something. When I want a review I prefer something a bit more "in depth," hopefully with some actual experience playing the thing.
To this end, blogs are probably the most informative places to find on-line reviews...hence the necessity of Google (as different blogs have different systems and genres on which they focus).
However, Google is the EASY answer...the one I can give you, dear readers, if you're looking for an easy way to get reviews (and it is easy, and I do utilize it). But my best answer is to get actual word-of-mouth reviews from people with direct exposure to a game. And in my case, that means talking to the folks at my favorite local game shop, Around the Table Game Pub in Lynnwood. When I'm browsing the shelves and come across an interesting, unfamiliar game, it's the folks behind the counter who I'm first to talk to: usually Tim (Morgan) the co-owner/manager, but Nick, Josh, etc. are usually pretty knowledgable. They're generally pretty knowledgable, able to tell me about the system, the setting, the designers (especially if they're local), and the gameplay. They can tell me if a game is selling, if it's popular, if they see people playing/enjoying the thing, because the game pub is open to folks gaming all week long. And even if they don't have any info on a game, they can sometimes direct me to someone else who knows more about it (even if it's one of their colleagues who's not in the shop that particular day).
These "interactive reviews" are often more helpful than anything I read on-line, if only because I can ask questions (and follow-up questions) specifically pointed at the issues that meet MY needs as a potential customer. I should mention I do this in other shops as well, but the folks at Around the Table are the best.
Plus they serve beer.
; )
[for folks interested in my "Day 1" post for the #RPGaDAY, check out this link]
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
Where do you go for RPG reviews?
Well, in this case it really depends on the game. The easy answer is "Google;" I run a search with the name of the game and "review" and see what the Google-machine returns.
However, that's usually not enough for me. I enjoy reading multiple reviews on a product, attempting to get different perspectives. A lot of reviews these days (unfortunately) spend a bunch of time discussing "production values," something I could care less about. Yes, a nice looking game looks good on the shelf, but (in theory) I'm buying these things to play.
RPG.net used to be my go-to for RPG and reviews...and still is when it comes to older games. But older reviews tend to disappear off the site and the things that actually get reviewed tend towards only the most popular or buzz-worthy games and supplements. It's become kind of a wasteland over there (I never bother reading the comments on reviews).
Furthermore, while I do purchase things off DriveThruRPG (and its sister sites) I pay little attention to the reviews posted to products. Usually, I'm going there to pick up something I've already decided to purchase (same with products on LuLu), so it doesn't matter to me whether some anonymous user posted they like or dislike something. When I want a review I prefer something a bit more "in depth," hopefully with some actual experience playing the thing.
To this end, blogs are probably the most informative places to find on-line reviews...hence the necessity of Google (as different blogs have different systems and genres on which they focus).
However, Google is the EASY answer...the one I can give you, dear readers, if you're looking for an easy way to get reviews (and it is easy, and I do utilize it). But my best answer is to get actual word-of-mouth reviews from people with direct exposure to a game. And in my case, that means talking to the folks at my favorite local game shop, Around the Table Game Pub in Lynnwood. When I'm browsing the shelves and come across an interesting, unfamiliar game, it's the folks behind the counter who I'm first to talk to: usually Tim (Morgan) the co-owner/manager, but Nick, Josh, etc. are usually pretty knowledgable. They're generally pretty knowledgable, able to tell me about the system, the setting, the designers (especially if they're local), and the gameplay. They can tell me if a game is selling, if it's popular, if they see people playing/enjoying the thing, because the game pub is open to folks gaming all week long. And even if they don't have any info on a game, they can sometimes direct me to someone else who knows more about it (even if it's one of their colleagues who's not in the shop that particular day).
These "interactive reviews" are often more helpful than anything I read on-line, if only because I can ask questions (and follow-up questions) specifically pointed at the issues that meet MY needs as a potential customer. I should mention I do this in other shops as well, but the folks at Around the Table are the best.
Plus they serve beer.
; )
![]() |
| Just what it says. |
[for folks interested in my "Day 1" post for the #RPGaDAY, check out this link]
Wednesday, August 9, 2017
RPGaDAY 2017 #9
From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What is a good RPG to play for about 10 sessions?
Ten sessions? That's a tough one. And it depends on a lot of factors: how long are these sessions we're talking about? Short, two hour sessions? Or those eight hour marathons sessions we used to play on the weekends in our youth?
Do the ten sessions include prep between sessions? Are we allowed pre- and post-game maintenance phases a la Ars Magica or Pendragon? Are players familiar with the system that's being played? Is this one of those games where you have to kill an entire session just to create characters for the game?
There are a lot of games that can be adapted to this kind of "mini-series" format, but they won't always provide satisfying gameplay. Some RPGs, like Dungeons & Dragons, only show their true strengths over long-term play. Some RPGs, like Ron Edward's Sorcerer, can't be drawn out past three or four sessions without feeling contrived and over-long. Even Call of Cthulhu begs for a shorter time period...if half the group isn't insane after five or six sessions, your GM isn't doing it right.
However, tough as it is, JB does have an answer that satisfies...at least if it was ME that had to run a ten (and only ten) game session. And that answer is The Hunters Hunted from White Wolf.
No, I don't mean that big orange monstrosity they put out in 1999; that was Hunter: the Reckoning, and it helped make a game line (World of Darkness) that was already a little too super heroic even more so (to my chagrin as a fan). In fact, even though I stopped insanely collecting every WW book and supplement about the time of the original Wraith ("the Oblivion") it was the publication of Hunter: the Reckoning which caused me to turn my back on the whole WoD game line (I had still been picking up the occasional Black Dog imprint for Vampire). Ugly.
Nope, I'm talking about the original VtM supplement written by Bill Bridges and published in 1992. At under 90 pages it provided pretty much everything you needed to create and run a Hunter campaign, in the classic vampire horror story style (think Fright Night, Salem's Lot, Bram Stoker, etc.). It's quite good, for what it is, and it's absolutely perfect for a short-term series, whether you want to play over-the-top (Buffy, Blade) or something darker and more grim. Ten sessions is plenty of time for a group of would-be hunters to chase down the handful of vamps (or coterie of mages or clan of werewolves...whatever) inhabiting a medium-sized city.
And ten sessions is great for the type of development that occurs in the standard Vampire game (characters start out relatively proficient, and won't grow to super heroic proportions in ten sessions...especially mortals who lack vampiric disciplines). Unlike other systems (Palladium, D20 Modern) there's no pressure to "level up," as there are no levels. Yeah, the short time frame of the saga won't be a hindrance to character advancement in HH.
I've only had the opportunity to run a Hunters Hunted saga once...and (if I remember correctly) it was the last time I ran any World of Darkness game (I ran WW games through the end of high school and all through college...a good five or six years, at least). My main player wanted to try a WoD game, but "didn't want to play a monster;" a Hunters game seemed like the obvious choice. While we had a great time, he decided he wanted to switch to a standard vampire after the first couple of sessions...the overall vibe of playing a mortal had been a little too freaky/scary for him. Too bad, really (especially as we never got back to VtM, switching instead to 3rd Edition D&D), because I had really been grooving on the whole thing. Unleashed my inner Crypt Keeper or something.
; )
I've often thought of dusting off Ye Old Hunters Hunted and rewriting it with a B/X chassis (perhaps using elements of Beyond the Supernatural), but I just haven't had the heart to do so. Bridges wrote a fine little supplement for Vampire. It's one White Wolf game I wouldn't mind running again.
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What is a good RPG to play for about 10 sessions?
Ten sessions? That's a tough one. And it depends on a lot of factors: how long are these sessions we're talking about? Short, two hour sessions? Or those eight hour marathons sessions we used to play on the weekends in our youth?
Do the ten sessions include prep between sessions? Are we allowed pre- and post-game maintenance phases a la Ars Magica or Pendragon? Are players familiar with the system that's being played? Is this one of those games where you have to kill an entire session just to create characters for the game?
There are a lot of games that can be adapted to this kind of "mini-series" format, but they won't always provide satisfying gameplay. Some RPGs, like Dungeons & Dragons, only show their true strengths over long-term play. Some RPGs, like Ron Edward's Sorcerer, can't be drawn out past three or four sessions without feeling contrived and over-long. Even Call of Cthulhu begs for a shorter time period...if half the group isn't insane after five or six sessions, your GM isn't doing it right.
However, tough as it is, JB does have an answer that satisfies...at least if it was ME that had to run a ten (and only ten) game session. And that answer is The Hunters Hunted from White Wolf.
No, I don't mean that big orange monstrosity they put out in 1999; that was Hunter: the Reckoning, and it helped make a game line (World of Darkness) that was already a little too super heroic even more so (to my chagrin as a fan). In fact, even though I stopped insanely collecting every WW book and supplement about the time of the original Wraith ("the Oblivion") it was the publication of Hunter: the Reckoning which caused me to turn my back on the whole WoD game line (I had still been picking up the occasional Black Dog imprint for Vampire). Ugly.
Nope, I'm talking about the original VtM supplement written by Bill Bridges and published in 1992. At under 90 pages it provided pretty much everything you needed to create and run a Hunter campaign, in the classic vampire horror story style (think Fright Night, Salem's Lot, Bram Stoker, etc.). It's quite good, for what it is, and it's absolutely perfect for a short-term series, whether you want to play over-the-top (Buffy, Blade) or something darker and more grim. Ten sessions is plenty of time for a group of would-be hunters to chase down the handful of vamps (or coterie of mages or clan of werewolves...whatever) inhabiting a medium-sized city.
![]() |
| THIS one! Yes, it's scary...scary fun! |
I've only had the opportunity to run a Hunters Hunted saga once...and (if I remember correctly) it was the last time I ran any World of Darkness game (I ran WW games through the end of high school and all through college...a good five or six years, at least). My main player wanted to try a WoD game, but "didn't want to play a monster;" a Hunters game seemed like the obvious choice. While we had a great time, he decided he wanted to switch to a standard vampire after the first couple of sessions...the overall vibe of playing a mortal had been a little too freaky/scary for him. Too bad, really (especially as we never got back to VtM, switching instead to 3rd Edition D&D), because I had really been grooving on the whole thing. Unleashed my inner Crypt Keeper or something.
; )
I've often thought of dusting off Ye Old Hunters Hunted and rewriting it with a B/X chassis (perhaps using elements of Beyond the Supernatural), but I just haven't had the heart to do so. Bridges wrote a fine little supplement for Vampire. It's one White Wolf game I wouldn't mind running again.
Orcs and Dragons
All apologies for dropping off the face of the Earth (and not yet writing a single #RPGaDay post). Until a few days ago, I thought my August was going to continue much the same as my July. Instead, my wife's work plans changed and, as a result, my entire family got bundled off to Paraguay for three weeks, leaving me all on my lonesome. Just dropped 'em off at the airport yesterday.
So I spent the last few days spending quality time with the wife and kids prior to their departure.
Yesterday would have been my first chance to write, but instead I spent most of my free time catching up on my reading or boozing...a lot of the latter actually. It takes me a little time to adjust to being single (it doesn't happen all that often) and I get a bit of separation anxiety. Plus, with no one to come home to (besides the beagles), I have a penchant for staying out waaay too late. And then even after I come home I stay up later. It's like I'm afraid to sleep or something.
Anyway, that's my baggage (and hangover) to bear. Today, I am all set to get back on track. A little breakfast at the Baranof, a bit of black coffee, and a lot of rehydration (via water), and I'll be fit as a fiddle. I still have a lot of things to do around the house, but I should also have plenty of time to blog the next few days. Heck, I may even get in some gaming. Hung out with my old college buddy Joel last night, and talked a lot of gaming stuff. Mostly, Star Wars (he's been running the Fantasy Flight edition lately), but also Spirit of 77, which I just picked up at Around the Table yesterday. Turns out his friend wants to run a short campaign of funky action thrills, and I might show up for that. I mean, my evenings are free for the next couple weeks, right?
In D&Dish news, I'd direct your attention once again to Jeff's blog where he's followed up last month's random class advancement tables with a killer version of the half-orc for B/X. Over the years, plenty of folks have tried their hand at writing up a half-orc class for the basic editions of the game (i.e. any edition that treats player species as a class). Vaults of Pandius (the old BECMI repository) had two or three versions, if I remember right. But Jeff's solution is both simple and elegant: it basically assumes you're human (i.e. pick a human class) but allows you to roll on a special "orky" advancement table (instead of your normal class table), provided your charisma score is low enough. In this case, 12 or less.
This is really great, for a number of reasons. It adds flavor to the game without wrecking the whole species as class dynamic (it's the human half that allows the character to become an adventurer). It provides a "perk" to a character that rolled a low stat (charisma in B/X is very helpful, both in negotiating encounters and in determining the number and morale of retainers). It feeds into the classic orc trope of creatures with low morale and untrustworthy followers (I'm not a fan of orcs with "honor" or "warrior traditions"). It adds choice for the player rather than "buffing" an existing class (for example, adding infravision, languages, and orcish bonuses to an existing class).
Anyway. really well done, definitely worth stealing (or deconstructing for my own design purposes).
The other thing on my mind is Sunday's Game of Thrones episode. Again I was struck by how many "D&Disms" are part of the show's makeup...a lot of it really feels like an OD&D game (one that is drawing heavily from Chainmail for its combat system). I won't drop any "spoilers" here, but I will say that the handling of dragons in the series is the best I've seen since Dragonslayer, the film I hold in highest regard when it comes to portrayals of the legendary creature. Well done, folks!
It is a little sad (well, not really but whatever) that the intellectual property of Martin's work isn't "OGL;" it would be a lot of fun to adapt the series as a setting supplement for S&W, or even B/X. Yes, yes...I know I've written (more than once) that D&D isn't a great fit for the Game of Throne's setting; that's why I spent a bunch of word count writing up a version for Pendragon. But Martin's world isn't one that features characters venturing into supernatural underworlds, looking for ancient treasures...and folks who see a wight (or a giant or a dragon) are generally running for the hills, not blasting it with magic missiles. Still, while some rewriting of the basic rules would be necessary (changing the advancement system), it could be possible...
But that's not something I plan on working on right now.
; )
Labels:
bx,
crowns of blood,
drunk,
family,
ideas,
joel,
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Tuesday, August 8, 2017
RPGaDAY 2017 #8
From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What is a good RPG to play for sessions of 2hrs or less?
If you have time to prep, B/X is a game that runs fairly good in a short session. It depends a bit on how familiar your players are with gaming and the over all concept.
But if you don't have time to prep or you're dealing with complete newbies? Jason Morningstar's Fiasco is pretty awesome game that gives you a very cool gaming experience in a very short time. Prep/set-up is part of the play that occurs at table, chargen is a snap, there's no GM, and everyone gets vested in the creation of the story at hand because they're all part of the set-up.
I've only had the chance to play Fiasco on one occasion, but it was quite easy and quite fun. I heartily recommend it. Other games run fast (including both InSpectres and Capes) but few games have the same bite, delivering excellence in such a short period of time. It's a good one to have on the shelf.
: )
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What is a good RPG to play for sessions of 2hrs or less?
If you have time to prep, B/X is a game that runs fairly good in a short session. It depends a bit on how familiar your players are with gaming and the over all concept.
![]() |
| Anyone can grok this one. |
I've only had the chance to play Fiasco on one occasion, but it was quite easy and quite fun. I heartily recommend it. Other games run fast (including both InSpectres and Capes) but few games have the same bite, delivering excellence in such a short period of time. It's a good one to have on the shelf.
: )
Monday, August 7, 2017
RPGaDAY 2017 #7
From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What was your most impactful RPG session?
I can't remember the exact date, or even the specifics of what occurred in-game. But the most impactful session I've ever played occurred many, many years ago...I'd say about 32 years ago. It was the first time someone other than myself took the role of Dungeon Master at our gaming table. Prior to that session, I had ALWAYS acted as DM for my gaming group...since we'd begun gaming. And while that may have only been three to four years, you're talking about one-quarter to one-third of my entire young life.
I've told this story before, but I'll do it once more: no one taught me how to play Dungeons & Dragons...no older brother or cousins or friends. No grognard introduced me to the game down at the war gamers' local hobby shop. My introduction came from my newly opened Moldvay Basic set, purchased for me by my mother, at my request, off the shelf of the local J.C. Penny toy department (the one at Seattle's Northgate Mall if anyone's wondering...store is still there). It took me a while to digest this new type of gaming, but once I had, I started running it for my brother and our friends.
And for about four years, I continued to run the game...even as we expanded with Cook/Marsh Expert set, and (later) with the various AD&D books...first the Monster Manual, then the Dungeon Masters Guide, and finally, finally the Players Handbook. I ran games for kids my age; I ran games for kids in high school (when I was still in middle school). I wrote adventures, I ran modules, I screwed up various rules, and then (later) corrected those screw-ups as we figured them out. I wasn't interested in "world building" back then...it was all serial adventure, all the time. Some of it pretty cool, but much of a it (looking back) as pretty pedestrian fare.
Hey, we're talking about a kid here.
Still, players kept coming back. And I was enjoying myself...though it's hard to remember my exact feelings/emotions of the time. It was all still NEW and almost completely UNEXAMINED. There was nothing thoughtful or deliberate about the games I was running...except my deliberate attempts to bring new content into the game whenever we got our hands on a new book. But everyone wanted to play and no one wanted to run the game. Heck, I don't know that anyone figured they COULD run the game. I was the guy who knew all the rules, right?
Well, actually, I wasn't the only one who knew the rules. My good friend...my best friend...back in those days was a girl named Jocelyn. She was the youngest of five, but her next closest sibling (a brother) was eleven years older than her, already grown and moved out. Like me, she had a love of fantasy and mythology and folklore. Unlike me, she had a lot of discretionary income and ready access to a good book store. She was the first to acquire the Mentzer Companion and Immortal sets, she was the first one of us to purchase the Unearthed Arcana...heck, she bought me my first Monster Manual as a birthday gift. And she was the first of us to acquire a copy of the AD&D Dungeon Masters Guide, found in a trunk of her brother's old stuff that he'd left behind.
Jocelyn had been my first player after my brother...though she had been present during the first session I ever ran. In fact, I was introduced to her for the first time while running that adventure (a castle siege with a map I'd drawn, based largely on the Keep from B2 I'm sure)...her mother, a friend of my mother, had brought her over to our house that evening, and she'd been bustled off to my room where my brother and I sat, about to embark on our first great adventure.
Anyway...
It must have been around 1985 when she decided she would like to try her hand at being the Dungeon Master. I'm guessing '85 because that's when the UA was released, and she acquired her copy before I did, and hit me with a bunch of mysterious new rules (as a DM) before I ever had a chance to read the book.
And as a DM, Jocelyn was fantastic. Unlike myself, she was interested in world building...creating maps and lands to not only explore but to live in...to escape into. We gamed in her world through two-and-a-half generations of player characters, and I had a blast as a player and even (occasionally) as a part-time Dungeon Master, subbing in for an adventure session or two. Jocelyn forced me to elevate my game...both as a player and a DM.
It was wonderful, and it never would have happened if I had continued to hold the reins of our gaming like some tight-fisted miser. I honestly can't remember the conversation that led us to me "turning over the campaign" to her...I don't remember my feelings on the matter, whether I was happy or excited or had hurt feelings that my game wasn't "good enough." I really don't remember. But probably I was at least a little bit excited at the opportunity to play the game as a player...hell, it's possible I suggested she run the game just so that I could play as a player character. You see, I'd just found this new PC class in the back of the PHB in an appendix, something no one had ever seen before in our games, some strange conglomeration of classes called a bard...
[and that led to my longest running, most powerful, most beloved, and most hated PC of all time...in any game, ever. But that's another story for another time...]
Regardless of the reasons, the most impactful session of my gaming life...and a long life it's been...has to be the first time I let go of the power of the Dungeon Master and just played. And discovered a new world of adventure.
: )
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What was your most impactful RPG session?
I can't remember the exact date, or even the specifics of what occurred in-game. But the most impactful session I've ever played occurred many, many years ago...I'd say about 32 years ago. It was the first time someone other than myself took the role of Dungeon Master at our gaming table. Prior to that session, I had ALWAYS acted as DM for my gaming group...since we'd begun gaming. And while that may have only been three to four years, you're talking about one-quarter to one-third of my entire young life.
I've told this story before, but I'll do it once more: no one taught me how to play Dungeons & Dragons...no older brother or cousins or friends. No grognard introduced me to the game down at the war gamers' local hobby shop. My introduction came from my newly opened Moldvay Basic set, purchased for me by my mother, at my request, off the shelf of the local J.C. Penny toy department (the one at Seattle's Northgate Mall if anyone's wondering...store is still there). It took me a while to digest this new type of gaming, but once I had, I started running it for my brother and our friends.
And for about four years, I continued to run the game...even as we expanded with Cook/Marsh Expert set, and (later) with the various AD&D books...first the Monster Manual, then the Dungeon Masters Guide, and finally, finally the Players Handbook. I ran games for kids my age; I ran games for kids in high school (when I was still in middle school). I wrote adventures, I ran modules, I screwed up various rules, and then (later) corrected those screw-ups as we figured them out. I wasn't interested in "world building" back then...it was all serial adventure, all the time. Some of it pretty cool, but much of a it (looking back) as pretty pedestrian fare.
Hey, we're talking about a kid here.
Still, players kept coming back. And I was enjoying myself...though it's hard to remember my exact feelings/emotions of the time. It was all still NEW and almost completely UNEXAMINED. There was nothing thoughtful or deliberate about the games I was running...except my deliberate attempts to bring new content into the game whenever we got our hands on a new book. But everyone wanted to play and no one wanted to run the game. Heck, I don't know that anyone figured they COULD run the game. I was the guy who knew all the rules, right?
Well, actually, I wasn't the only one who knew the rules. My good friend...my best friend...back in those days was a girl named Jocelyn. She was the youngest of five, but her next closest sibling (a brother) was eleven years older than her, already grown and moved out. Like me, she had a love of fantasy and mythology and folklore. Unlike me, she had a lot of discretionary income and ready access to a good book store. She was the first to acquire the Mentzer Companion and Immortal sets, she was the first one of us to purchase the Unearthed Arcana...heck, she bought me my first Monster Manual as a birthday gift. And she was the first of us to acquire a copy of the AD&D Dungeon Masters Guide, found in a trunk of her brother's old stuff that he'd left behind.
Jocelyn had been my first player after my brother...though she had been present during the first session I ever ran. In fact, I was introduced to her for the first time while running that adventure (a castle siege with a map I'd drawn, based largely on the Keep from B2 I'm sure)...her mother, a friend of my mother, had brought her over to our house that evening, and she'd been bustled off to my room where my brother and I sat, about to embark on our first great adventure.
Anyway...
It must have been around 1985 when she decided she would like to try her hand at being the Dungeon Master. I'm guessing '85 because that's when the UA was released, and she acquired her copy before I did, and hit me with a bunch of mysterious new rules (as a DM) before I ever had a chance to read the book.
And as a DM, Jocelyn was fantastic. Unlike myself, she was interested in world building...creating maps and lands to not only explore but to live in...to escape into. We gamed in her world through two-and-a-half generations of player characters, and I had a blast as a player and even (occasionally) as a part-time Dungeon Master, subbing in for an adventure session or two. Jocelyn forced me to elevate my game...both as a player and a DM.
It was wonderful, and it never would have happened if I had continued to hold the reins of our gaming like some tight-fisted miser. I honestly can't remember the conversation that led us to me "turning over the campaign" to her...I don't remember my feelings on the matter, whether I was happy or excited or had hurt feelings that my game wasn't "good enough." I really don't remember. But probably I was at least a little bit excited at the opportunity to play the game as a player...hell, it's possible I suggested she run the game just so that I could play as a player character. You see, I'd just found this new PC class in the back of the PHB in an appendix, something no one had ever seen before in our games, some strange conglomeration of classes called a bard...
[and that led to my longest running, most powerful, most beloved, and most hated PC of all time...in any game, ever. But that's another story for another time...]
Regardless of the reasons, the most impactful session of my gaming life...and a long life it's been...has to be the first time I let go of the power of the Dungeon Master and just played. And discovered a new world of adventure.
: )
Sunday, August 6, 2017
RPGaDAY 2017 #6
From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
You can game every day for a week. Describe what you'd do!
Game every day this week? With whom?
That's the real question. My family is out of town right now...I could game every day this week. If there was someone to game with. I mean, besides my homeless, alcoholic brother.
[maybe I should get AB to game with me...on the other hand, I already have him helping me with the landscaping project in the back yard. And we get too easily distracted from THAT as it is]
I've played with a large number of players over the years, both on-line and off (more often OFF-line, thank goodness). I miss them as much as I miss the gaming itself. Not because I miss socializing, mind you...I have lots of folks I socialize with, especially now that I'm back in the States.
But the gamers I've played with have been...well, special. Perhaps because role-playing is such an intimate experience...that sharing of an imaginary headspace with other people. Making yourself vulnerable to them, while they reciprocate. Playing imaginary games with the same wild abandon you did as a child in the company of likeminded adults.
I could game every day this week. So what? Everyone's moved away or is on vacation or is working evenings or is busy or...or whatever.
Now, if I could game with anyone I wanted for a week...now that's a question I could get into. Should I list all the folks I'd love to sit down at the table with? AB and Jason and Jocelyn and Scott and Matt and Rob and Crystal and Brandon and Manning and Michael and Mike and Ben and Mark and Mac and Joel and Andrea and Jen and Julie and Sandra (well, maybe not Sandra) and Ben and Moses and Pat and Adam and James (not his real name) and Kris (the Doctor) and Alex and Steve-O and Luke and Josh and Matthew and Matt and Randy and Heron and Vicente (maybe) and Tim and Greg and Kayce and Justin (maybe not) and Will and Red and their buddies (whose names I can't remember) and all those cats from the Story Games room at Dragonflight (Ogre and Liz and Mark and Laura and Eric, etc.).
Let's see...that's some 40+ folks. Give me five or six of 'em every night for a week. I'm sure I can figure out something to play.
; )
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
You can game every day for a week. Describe what you'd do!
Game every day this week? With whom?
That's the real question. My family is out of town right now...I could game every day this week. If there was someone to game with. I mean, besides my homeless, alcoholic brother.
[maybe I should get AB to game with me...on the other hand, I already have him helping me with the landscaping project in the back yard. And we get too easily distracted from THAT as it is]
I've played with a large number of players over the years, both on-line and off (more often OFF-line, thank goodness). I miss them as much as I miss the gaming itself. Not because I miss socializing, mind you...I have lots of folks I socialize with, especially now that I'm back in the States.
But the gamers I've played with have been...well, special. Perhaps because role-playing is such an intimate experience...that sharing of an imaginary headspace with other people. Making yourself vulnerable to them, while they reciprocate. Playing imaginary games with the same wild abandon you did as a child in the company of likeminded adults.
I could game every day this week. So what? Everyone's moved away or is on vacation or is working evenings or is busy or...or whatever.
Now, if I could game with anyone I wanted for a week...now that's a question I could get into. Should I list all the folks I'd love to sit down at the table with? AB and Jason and Jocelyn and Scott and Matt and Rob and Crystal and Brandon and Manning and Michael and Mike and Ben and Mark and Mac and Joel and Andrea and Jen and Julie and Sandra (well, maybe not Sandra) and Ben and Moses and Pat and Adam and James (not his real name) and Kris (the Doctor) and Alex and Steve-O and Luke and Josh and Matthew and Matt and Randy and Heron and Vicente (maybe) and Tim and Greg and Kayce and Justin (maybe not) and Will and Red and their buddies (whose names I can't remember) and all those cats from the Story Games room at Dragonflight (Ogre and Liz and Mark and Laura and Eric, etc.).
Let's see...that's some 40+ folks. Give me five or six of 'em every night for a week. I'm sure I can figure out something to play.
; )
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