Stress and Endurance

OK. I can see why someone might baulk at the idea of running a big adventure like Beyond the Mountains of Madness. A big book with a lot of stuff going on. I have been juggling a PDF and physical copy for research, running from the electronic version. Yes, the book provides a relatively linear path at the outset, but characters – and more specifically players – rarely following the linear path of least resistance. Indeed, they deserve more than

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Embrace the Ignorance

The most interesting (and frustrating) thing I have found about designing adventures for conventions comes down to lack of foresight about your players. You can’t account for the extent of the knowledge. In some games, this might mean that you run a game with which someone has considerable experience. In the hands of the wrong player this could be a real headache for the GM. However, my own experience had nothing to do with the game system. My opportunities for

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Historical versus Time Travel

I have been preparing for gaming events later this year, which has included effort on both historical games for my own 214 system and consideration of adventures for TimeWatch, a GUMSHOE game. As the name hints, TimeWatch is a game about time travel, as yet unpublished, but due soon following a very successful Kickstarter last year. It might seem quite obvious, but a historical game and one about time travel have a degree of crossover. If you take a historical

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Diminishing Returns

I enjoyed spending three days at Conception this past weekend. I spent most of it on the stall for All Rolled Up, but also had the opportunity to play a couple of roleplaying sessions and a couple of new boardgames. One thing you get from playing rather than GMing is a little insight into how you run games. The first thing that occurs to me when I play is, “I wouldn’t have done that…” – and this can be both

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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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