Posts Tagged by drift
| April 30, 2013 | Posted by Martin Ralya |
Microscope is a superb game in its own right, and one I recommend without reservation, but it also features two things that you can easily make use of in other games: collaborative setting creation and its yes/no list. Collaborative setting creation is the point of Microscope; it’s the whole game. When you play Microscope, you build a setting and its history together in a unique and fascinating way. After two sessions, when my group wrapped up a game bracketed by humanity’s first contact with aliens…
| November 21, 2012 | Posted by Guest Author |
Today’s guest author is Mike Nystul, Lead Designer at Castle Nystul Games. Mike’s game design career goes back decades, and as you may have guessed the D&D spell “Nystul’s Magic Aura” is named for him. He’s currently running a Kickstarter campaign for Cairn, a fantasy RPG where the PCs play woodland animals, and when he offered to write a guest article about one of the game’s eminently drift-friendly mechanics, Harmony, we were excited to share it with you. Thanks, Mike! When writing my new game…
| January 11, 2012 | Posted by Martin Ralya |
Legend is a reimplementation of the d20 System core rules from Rule of Cool — a d20 fantasy RPG that does things differently. It’s as much of a change from core d20 as d20 Modern was from D&D 3.0. Through January 14, 2012, it’s available for a pay-what-you-like donation to Child’s Play. If you have the slightest interest in d20, it’s well worth checking out (see my recent post on Google+ for a bit more about why), but that’s not why we’re here. We’re here…
| May 3, 2011 | Posted by Walt Ciechanowski |
Driftwood: Hard and Soft Scenes is the first in a line of articles that highlights an aspect of a particular RPG and looks at how it can be applied to other RPGs (see Drift in Gnomenclature). It’s also probably the title of a porn movie. Adventures in 7th Sea use a scheme of “hard scenes” and “soft scenes.” Hard scenes are encounters that need to occur through the course of an adventure. For example, if your adventure begins with an NPC coming to a local space station to…
| March 2, 2009 | Posted by Martin Ralya |
Last night, my group kicked off a Ghouls chronicle set in 1983 (Ghouls being a subset of White Wolf’s Vampire RPG — mortal thralls with minor supernatural powers, each bound by blood to a specific vampire), and our GM put a spin on the traditional prelude mechanic: He ran the session round-robin style. Preludes: Nuts and Bolts In WW games, preludes are solo (one player, one GM) mini-sessions that take place before the chronicle begins. Given the nature of WW’s games, they often focus on…












