Showing posts with label Gamma World. Show all posts
Showing posts with label Gamma World. Show all posts

Sunday, August 11, 2019

RPGaDay 2019: 11 Examine


Okay, this is the first prompt that does absolutely nothing for me. It’s too broad, too nebulous, despite its status as an action verb. “I examine…” What, exactly? I could write something about how D&D used to not have a mechanism for examining things in a dungeon, unless you were a thief, and even then, they could only look for hidden things and traps. The rest of the party was out of luck.

Over the years, the proficiency system has blossomed, morphed, and imploded into the relatively small and manageable stack of “skills” in the current iteration of the game. These areas of expertise are fairly broad, and the entire proficiency system is a simplification and a deliberate choice to help keep the flow of the game moving at a brisk pace.

Yeah, that’s pretty mushy, there. The history of the development of passive perception is not blog-worthy. In fact, I have an idea: since this is my first year doing this, there are five previous years I never had a crack at. So, for this challenge, I’ve taken it upon myself to EXAMINE the other lists of prompts and compiled them below, along with my answers:

#RPGaDay 2018 day 11 – Wildest character name?
I had a villain in Villains and Vigilantes named Mr. Devo. He was a computer whiz who bought into the band’s fictional identity and convinced himself he was a harbinger of the apocalypse. He carried a Roland Ax-Synth keyboard like Mark Mothersbaugh played in the 1980s, only it shot lasers and mood-altering beams and the like. My players HATED Mr. Devo. A lot. I used him sparingly, as a result, but now, in 2019, I guarantee you they are looking around and thinking, “Damn, Mr. Devo got some of this right!”

#RPGaDay 2017 day 11 – Which “dead game” would you like to see reborn?
This is kind of a moot question in 2019, when most of the big games have been reworked and re-introduced to the new generation, and the things that haven’t been updated have been supplanted by better systems doing much the same thing.

All that being said, I would love to see Gamma World  converted to the 5e d20 system, and while we’re at it, Star Frontiers, too. I know, they did Gamma World for 4th edition, and that’s my point, right there. One of the old school things that AD&D did was allow players to genre hop with Boot Hill conversions and Metamorphosis Alpha, and all of that. We need to get back to that. Mind you, I don’t think I’d ever run something like that, but I know other folks would and having it all ‘port straight over from 5e to 5e would be ideal.

#RPGaDay 2016 day 11 – Which gamer most affected the way you play?
Not as germane to me, since I mostly run games, and I have to be honest, I took something from every player I ever spent any time with. Those multiple sessions, countless hours spent laughing, talking, fighting; it all went into the bingo hopper. Those people, those gaming groups, are my points of reference when I, say, encounter a player who wants to wait until the fighting starts, or the player who insists on writing a complete character history complete with family scandals…you know, in case I want to use that for something. They all affected me. How could they not?

#RPGaDay 2015 day 11 – Favorite RPG writer?
My friend, the dearly departed Aaron Allston, put more great ideas into my head and sent me into hours of self-reflection and deep thinking about running games and using all of the tools in the box to do it. Lands of Mystery and Strikeforce remain key elements in my creative gaming matrix.

Second Place? Jason Morningstar.

Third Place is Robin Laws.

#RPGaDay 2014 day 11 – Weirdest RPG owned?

Psi-World, by Fantasy Games Unlimited. It was clearly wrought from the slew (more like a slurry) of Psychics on the Run from the Government movies that dotted the 1980s landscape. Movies like Scanners (1981), The Dead Zone (1983), Firestarter (1984), the Fury (from 1978, not even an 80’s flick), and….um…well, that’s about it.

The game was a collection of psychic powers and a sketch of an idea how to make that interesting. But it wasn’t, except for the cool Matt Wagner artwork. The rest of the game wasn’t bad, but it just wasn’t enough.

“Examine.” Boom. Done.

Thursday, August 23, 2018

Playing Games Part 5: Brand Loyalty


Gangbusters ad from the back of Dragon
Magazine. What could possibly go wrong?
We tried to be good consumers, us GenX-Latchkey kids. We really did. It stood to reason that, since Dungeons & Dragons was this really cool thing that we were all into, it stood to reason that the other games in the TSR line would be equally awesome, right? I mean, a couple of these games were mentioned in the Dungeon Masters Guide as possible crossover fodder. Like in a Marvel or DC comic book. Okay, TSR, you had our attention. What do you have for us...what’s that? Boot Hill? Are y’all high or something?

We tried every one of the TSR major releases, up to and including the board games, each time thinking, “It’s going to be different! This time, it won’t be bad!” And, like a latchkey kid whose deadbeat father promises to pick him up for the weekend and then never shows, we trudged back inside the house at the end of the evening, our hopes dashed, but ever-willing to forgive and maybe even forget, and try once more. Here’s what we played, or tried to play, and what I thought of them.

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