As a GM, one of the greatest things that I found kept me back when I first started trying to provide a gaming experience to my players was my desire to create an “original experience” for them.
This led to a number of things that didn’t work: trying too hard to be original can mean that you reject the useful methods of the past that have been proven successful, and it can also mean that to compensate for the lack of existing material, you simply pass over into the realm of spectacle.
Continue reading “Drawing Inspiration For Games”
One of the things that makes or breaks any story are the characters involved in it, but creating great characters goes beyond individual personalities and delves into the experiences and social contexts of the world that they live in. In short, your characters should be opinionated.
Creating a living world is necessary for characters to be truly vibrant, and one of the best ways to do that is to look at current events and issues that characters are likely to engage themselves with. It is important to remember that in places where there is total agreement there is also little interest to be found: everyone agrees that the invasion of orcs is going to be problematic for the stability and sovereignty of the kingdom in the long run.
Continue reading “Breathing Life in Characters Part 1: Politics and Society”
Wreck Age is a respectable, though not necessarily innovative, Post-Cataclysm roleplaying and tactical tabletop game. While it has a decent level of quality, looks good, and has enough content to stand out, it suffers a little bit from not committing to one style or the other. Still, it’s well above average, and is in many ways a good example of what such a game should be.
Continue reading “Thursday Review: Wreck Age”