Rewards of Risk

While reading a post on Compromise and Conceit about acting in-character, a question of the nature of risk in roleplaying games was raised, namely that of character mortality. As one of those who feels that a lack of risk and challenge obviates the purpose of playing, I was initially surprised to see the assumed correlation … Continue reading

Putting the Actor In-Character

I read an interesting exchange of comments at Trollsmyth and even more at Wasted Lands ostensibly concerning ‘railroading,’ but drifting quickly into a discussion of  problems which can crop up in what has become known as ‘sandbox play.’ I cite these as problems of sandbox games as in a case of actual railroading, they essentially cannot … Continue reading

Influences on Character

In both of my proposed campaigns, Icons and Mechwarrior, I have a lot of lead time to prepare and I have clear themes in mind. Really, this is the second best of all possible situations. It could only be made better by having clear start dates, and known players with clear character ideas. As I … Continue reading

Mechwarrior:Hair of the Dog ~ part 2

As you may have guessed, the working title for the campaign is ‘Hair of the Dog.’  It struck me as I was walking my dog a few days ago, that the parallels between alcoholism and the ongoing warfare of the Battletech Universe are too strong to pass up. Once that amusing thought formed in the … Continue reading

Iconic Heroes~ part 5

A friend mentioned what he saw as a potential problem for this game: time manipulation. I was glad of the comment, but as I want to make the game feel as much like the series as possible, I am trying to look at each ability as a potential for a good story, than as a … Continue reading

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