Showing posts with label pulps. Show all posts
Showing posts with label pulps. Show all posts

Wednesday, August 21, 2019

RPGaDay 2019: 21 Vast


Here’s another term that probably seemed like a good idea at the time, but is too nebulous to adequately lock down into something meaningful, so I’m going to borrow from Day 11 and answer the previous year’s questions for Day 21.

#RPGaDay 2018 day 21: Which Dice Mechanic Speaks to You?

I have to give it to D&D 5e for Advantage and Disadvantage. It’s so easy, and so universal, and instantly translates to any part of the game. Plus, you get to roll two of the most exciting dice in the game. D20s are the Corvettes of your dice bag. Lots of people think it's d12s, but they are wrong. D12s are the Deloreans of the dice bag. What were we talking about?

#RPGaDay 2017 day 21: Which RPG does the most with the Least Words?

Godlike. It’s such a strong concept, stripped down to its essential components. Super Powers in war. No, make that, Super Soldiers in war. Yes. Your character gets one thing. It may not be impressive in the Marvel Universe, but in a world without super powers, the guy with toughened skin is godlike.  Bonus: you get to beat the shit out of Nazis. Never bad, always good.

#RPGaDay 2016 day 21: Funniest misinterpretation of a rule in your group?

No rules misinterpretation ever caused hilarity. We just acknowledged it and moved on. I did have a player that always mispronounced concepts he used. He always called “Bardic Inspiration” Bard-of-Inspiration and no amount of correcting would fix it. He could NOT say "bardic." Not exactly hilarious, but I’m trying my best, here, you guys.

#RPGaDay 2015 day 21: Favorite RPG setting

Pulps era. It’s so versatile. You can go dark and horrific, or slide into crimefighters and pulp heroes, or take the weird stuff out and do detective and film noir, or just mash it all up and have it bang into one another. 

#RPGaDay 2014 day 21: Favorite Licensed RPG

To this day, Call of Cthulhu remains a comfortable old friend. I know a lot about the early 20th century, more than most people, and that’s useful to know in a game set in the 1920s and 1930s (see above). And Cof C was the first game I came across with specific rules to handle the unique aspects of the game (sanity and the Cthulhu mythos). I haven’t played the game in years, but if I were handed the book this very instant, I’d be able to drop back into it with no lag whatsoever.  

There. A "VAST" array of interesting answers. How much you wanna bet I'm going to have to do this little trick at least once more before this is all over?

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