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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