Forged in Shower Water

I don’t have any issue with the time consumed (or saved) by the business of taking a shower. I know that when I step in there, I’m going to take too long. It’s just a fact. However, it seems to take even longer these days since I realised the creative influence of a hot shower in getting my game and adventure development sorted. Not only has a shower served to resolve my issues with teamwork and associated mechanics for 214

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Complex 214 – The Dee Sanction

I have a few upcoming conventions to prepare for, where I hope to get the chance to run a couple of Complex 214 games. One will be based around the dystopian future colony background I have already referenced in my game pitch post and elsewhere. The other will take me back to my History degree and the interest in Elizabethan England that drew me to write for the Arion Games reprint of the classic Maelstrom game a few years back,

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Complex 214 – Unethical Ends

Complex 214 character generation include three card-driven facets – Mutation, Secret Affiliation and Unethical Ends. I have been looking with some interest at the lattermost. Essentially, all characters have a purpose in their daily existence. Characters in Complex 214 could not describe themselves as competent in much at all. They don’t need to be. The protocols that drive the balance and integrity of the contained society demands no one individual become too good at anything. With great power comes great

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Selfish and Selfless Successes

When I discussed running Stealth Train at the weekend, I also mentioned Selfless and Selfish Successes. I just wanted to cover that topic in a little more detail. Essentially, I didn’t want success to be anything but. When you get the 7 needed for success, I didn’t want anyone to run away with it. If you roll a natural 7, you succeed. Period. If you play a card before you roll, then roll 6, 7 or 8 – you also

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Complex 214 – Pitch to My Group

My gaming group – after 2.5 years of thoroughly non-organised play – has taken to pitching potential new games and adventures. This has come as something of a shock to the system, but its makes sense as we only get together once a week and we don’t want to waste any valuable time in that session not knowing what to play. With an eye to running sessions of Complex 214, to help me develop the rules, setting and adventures, I have

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Complex 214 – Stealth Train

Yesterday, I ran my first session of Complex 214, using the classic mission Stealth Train as my guinea pig. I ran the session with three players, one of them playing their first ever roleplaying adventure. In many ways, having the chance to run the game with a mixed group of players allowed me to get a better perspective. As it happens, I don’t think there’s anything fundamentally broken or wrong. Of course, I can’t make sweeping statements after a single session. Especially

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Complex Development 214

I’m running a game of Paranoia at the weekend, and to torture myself with extra work I’m messing around with a new system – which I’m currently calling the 214 System. Creating a Character Character generation involves selecting a Mutation, Secret Affiliation and Loyal Workers card – each of which lists facets of your character. In practice all three denote skills, but also represent things you shouldn’t be openly using for fear of punishment and laser-based retribution. In addition, all

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Strange Dungeons

I chose The Strange. It came down to a choice. Should I buy the new Player’s Handbook for Dungeons & Dragons 5e or the freshly released Cypher-powered game. I did give it deep thought. For a time, they both sat in the midst of the online shopping cart. I have been reading some very interesting articles, reviews and chatter on 5e. I would be lying if I said I had taken no interest in it. I have, rather, been reading

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I Will Survive

Well, 2014 presents us with Paranoia‘s 30th anniversary, and the suggestion of something to look forward to. Seems like only yesterday that Paranoia XP appeared to celebrate the 20th anniversary, and I toiled amongst the Traitor Recycling Studio producing some rather interesting, exciting and dangerous supplements. Alas, the various volumes produced a decade ago have now become rather hard to come by – requiring a root around the local game store or in the hallowed eaves of eBay. Not that’s acquired any great

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Return to the Pit of Filth

I had almost forgotten about this. Some time ago +matt jackson set a challenge based on a very small map. He asked that participants take the map as the basis for an adventure and he’d choose a winner. In the end, he highlighted a bunch of great adventures people had come up with and I got a PDF of Moleskin Maps as a runner-up prize. It was fun. Anyway – I wrote my adventure to use the Fighting Fantasy system, or (bizarrely)

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