View of a mostly Gothic church devoid of transept, people hang around outside

AAR: That's enough fun

This continues a long-form campaign, Zen and the Art of Caravan Maintenance. Joshua and Emmett are now cattle ranchers, both seeking a quiet change in career for various reasons. They’re driving buggalo from Emerald City to the Porcelain Citadel. Currently they’re in Violet City, hanging out with some Lime Nomad pilgrims, after irritating some lovable street-life. More drugs, some commeuppance. ...

AAR: Welcome to Violet City

This continues a (hopefully) long-form campaign, Zen and the Art of Caravan Maintenance. Joshua and Emmett are now cattle ranchers, both seeking a quiet change in career for various reasons. They’re driving buggalo from Emerald City to the Porcelain Citadel Last session they were approaching Violet City, and had resolved to kick back and explore for a week. ...

AAR: Zen and the Art of Caravan Maintenance

Time for a new game. I want to run Luka’s Ultra Violet Grasslands again, but I just don’t quite understand his SEACAT engine, so I’m going to use Black Hack for that1. We’re going to make a travelogue in the Vastlands! Joshua and Emmett are now cattle ranchers, both seeking a quiet change in career for various reasons. They’re driving buggalo from Emerald City to the Porcelain Citadel We had a Session Zero and talked about the kind of game the three of us wanted to take part in, and we all wanted something pretty chill. Violence should be largely avoidable (minimal surprise ambushes!) Not too grim (some of Luka’s flavour-text is being elided) Enjoy the ride, we’re thinking of the Westerns we like and Zen and the Art of Motorcycle Maintence ...

AAR: The One Ring 2e

This was a game I played in rather than ran for once! It’s a published adventure in both The One Ring (and Adventures in Middle Earth) 1e, now updated to 2e. So unlike normal, I’ll skip the story. In AiME it’s To Dungeons Deep in Erebor Adventures - for TOR 2e it’s been lowered in difficulty of enemies considerably, but otherwise is identical. Thoughts The good stuff: It’s great being in LotR again - I don’t know why I like playing games in Tolkein’s world....

AAR: Sciencefantasy meets Game of Thrones

TROIKA! It’s just fun to write down. The caps and the exclaimation mark are part of the name, even. It’s a silly game of nonsense lands and people and animals. I think of it as a less-complicated version of Hypertellurians - you don’t have a crazy selection of powers, or stat damage across three stats. Instead, scatter a couple of points across Skill, Stamina, and Luck, and then pick or roll a background. Backgrounds are things like Befouler of Ponds or Questing Knight rather than “urchin”. They give you some belongings and some skills; like spells or the ability to fight, scry, or dive. Like a very light class. So, I had a single session to fill, and I thought this would be a perfect pick. I’ll just run a lightweight pointcrawl across a city for a bit, what can go wrong? DEAAATH! That’s what. ...

AAR: DELVing into my backlog

Here’s DELVE, which describes itself as a solo map drawing game. Clearly I have a theme of map drawing games, but the others have been co-op games and this one is not! It’s almost a turn-based city-builder. ...

AAR: Ex Novo

(Whoops, forgot to publish this!) Finally got round to playing Ex Novo! Like The Quiet Year, you’re telling the story of a settlement. This time though, that settlement can be large or small, and take place over many many years. We ran it for a small town on the edge of a slightly-more-magical Roman empire. The map of Lignatis ...

AAR: The Haunting of Ypsilon 14

Survive. Solve. Save. Pick one. Back in August, I had a game of Mothership for the first time in ages. Mothership (MoSh) is a sci-fi horror game that leans strongly on the style of the Alien films. Humans have spread among the stars, but it’s grimy, dirty, and technology is fallible. Space is big and scary, but you have to put up with it, to earn some money from The Man. The character classes are Scientist, Android, Teamster, and Marine; and don’t need any explanation if you’ve seen the films. I honestly thought I’d written about it on here, but I bought a lot of MoSh stuff in ZineQuest 1 when Pound of Flesh came out, and wasn’t writing up my experiences then. After a frenzy of games (and getting back into RPGs in general), Mothership took a back-seat for me. I think I travelled through Gartner’s hype cycle on it - I played a few different games of it in rapid succession. There’s a lot I like about it, but after a while it does feel unfinished, and some of the rules stack a bit messily for me. For example, each class typically modifies the behaviour of rolls for players around them. So if you’re playing this with a 5e mind to a balanced team1 Very soon the promised final version is launching on Kickstarter and hopefully that will answer all the questions. I ran The Haunting of Ypsilon 14. This blog will contain extensive spoilers! Also CWs for body horror and animal death. ...

AAR: Beak, Feather, & Bone

Finally got around to playing this! The description from the website is better than I could write. Beak, Feather, & Bone is a collaborative worldbuilding tool as well as a competitive map-labeling RPG. Starting with an unlabeled city map, players are assigned community roles before taking turns claiming and describing locations. Players draw from a standard 52-card deck to determine a building’s purpose and then describe its beak (reputation), feather (appearance), and bone (interior). As buildings are claimed, a narrative for the town and its inhabitants emerges, including major NPCs and shifting power-dynamics. It’s designed to be played in person, but I’m still playing online1. Unlike The Quiet Year, it does not encourage playing in silence, and the map is already drawn. There’s also no events occurring, any timeline would grow from natural RP. ...

AAR: Into the Odd Stellarium

I finally got round to trying Into The Odd. It’s by Chris McDowall and a forerunner of Electric Bastionland. I was interested in something rules-light, but I’d previously struggled using Maze Rats. The most contraversial thing of ItO is that it has no to-hit mechanic. All attacks hit, you only roll damage. That’s certainly an efficiency saving, you’re halving the rolls. Players don’t have to wait through a turn and then flub their attack. The only problem, the enemies don’t miss either… The dungeon I used was the Stellarium of the Vinteralf. The vinteralf are glacier-dwellers, and æons ago built a stellarium to investigate the heavens. It’s been abandoned and forgotten for some time, but the heroes have been told it’s poking out of the ice again. Pillage it! ...