Iconic Heroes: Approaching Characters

Character creation in Icons is simple, but limiting it to emulate the type of “super-empowerment” demonstrated in Heroes will add some complications to the process. Using the point build method will certainly make things easier for players, but with that route missing out on the mystery of what power they will have, and considering my … Continue reading →

Getting in your own way

A game, when it is going well, has a certain flow to it, almost a cadence. Unlike a scripted tale, however, story beats are not always, or at least not entirely in your hands. I have purchased but not yet read the inimitable Robin Laws’ renowned treatise on this issue, Hamlet’s Hit Points, and wish … Continue reading →

Mechwarrior: Dissecting a Contender

Once things got moving with BF’s Mech-Breeding Genetic Algorithim the fur really started to fly. Spurred on by random memories framed in spontaneous theorizing and questioning, BF narrowed down the fitness function to one which did not fly in the face of what we consider to be reason, and began to produce fairly fit fighters … Continue reading →

All for One: Magic most Foul~

The inclusion of magic in its myriad period forms in All for One, expands the possibilities for the setting immensely, and will do much for adding elements of investigation, demonstration of guilt, and debate about intentions and the very nature of human understanding of the organization of the universe. Even in the Three Musketeers, a … 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 →

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