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Lessons in Type B

I do tons of session reconstruction in my head for a day or so after a game. I am becoming totally convinced of a session strategy that I call “Type B.”

Type A play is where nobody talks about character internals, or where character internals are a secret. The idea is that since we aren’t mind-readers, we shouldn’t be aware of such things. All we can see are actions. So we try to express what’s going on inside the character through outward actions.

Type B play is where there is extensive discussion about character internals. We lay open our character’s heart and … Continue Reading

Character Pages from The 53

I recently got wildly inspired to work on a spy game, principally because I listened to Adele’s “Skyfall.” This game, tentatively called The 53, is an RPG that tries to recreate the feel of the James Bond 007 Game from back in the 80s. I didn’t have the chance to play it when it was actually in print (I was too poor to afford multiple games back then), and looking at it now, the mechanics seem awfully dated. Also wordy.

In any case, here are some pages for character creation. More to come.

53_Characters

The One Ring Quick Start Rules

Seeing how Cubicle 7 has so far declined to release their own Quick Start Rules, and seeing how I feel the need to have them, I wrote it up. As a matter of fact, I think I quite like what I made here, because it illuminates certain strategies for playing the game.

There’s no way to play the game itself using only what I’ve written. You’ll still need a GM (aka Loremaster) who has the full ruleset. If you have the same profound affection as I do for both Tolkien and RPGs, you will go out and buy a copy of … Continue Reading

Building Beliefs from MG Recruitment (Pt 2)

Here is the second part of what I began with the origin-skill-trait chart. The idea here is to go through the “lifepath” to borrow Burning Wheel term of your guardmouse, building up a history as you go.

Not every decision point gets fleshed out. Telling the story of every single skill acquisition would get stale, and would take forever too. So it’s just the main points, although it focuses a lot on the early stages of life. There are many other questions I might try to add to these charts over time — we’ll see.

The charts don’t take into account Nature, … Continue Reading

Mouse Guard: Setting and Conflict

I studied literature in school, in both French and English. It may not be apparent to an English speaker who didn’t study French literature, but to do any reasonable criticism you need to change mental gears and come at the book as a French speaker would. Language is more than just a code for ideas. History and worldview are part of language, and if you don’t understand that you won’t understand the book. You might pick up the basic plot, but so much of it will make so little sense that you’ll come away with just a hazy concept of … Continue Reading

Revised Mouse Guard Conflict Cards

I download the Mouse Guard playing card set (available from here), scrubbed all the text off the conflict cards, and put my own text on instead. I did it for two reasons. First, the text was rasterized, and as a design professional this offends my soul. (Just kidding, I don’t have a soul. But text through a JPEG meatgrinder like that. Ouch, man. I appreciate why it was done, but I can still hear a sad little dirge for every artifact-laden letter-halo.) The second reason was because I didn’t find the text entirely helpful. I … Continue Reading

Building Beliefs from MG Recruitment (pt 1)

I think the Mouse Guard recruitment section is well done (as is all of MG) but it is missing two things to make it really great. First, it’s not apparent from the text that this should be a collaborative process. Nobody should be making this stuff up in a vacuum. You bounce each piece off the other players and the GM, everyone contributing. Second, I wish there was more guidance, or at least a set of questions, to turn character-building choices into roleplaying backstory.

My inclination is to build some of this second part. We’ll see how it goes. … Continue Reading

Travel Challenges in the Witchwood

I have been putting mental energy behind coming up with ways to make travel more fun and interactive. All the action right now takes place in a location called the Witchwood, so, you know, it’s woody. I started out doing the lame thing: You want to cross the woods you have to make Nature checks. If you fail you get lost.

This was not fun. Let me revise that. It was fun in only one way, which is that it made the elf ranger a very important person in one gaming session, because without her nobody was getting back to town. … Continue Reading

Merindric Culture

Social classes from top to bottom:

  1. Nobles and merchant-princes (hereditary)
  2. Enchanters Guild (merit,intellect)
  3. The Watch (merit,martial)
  4. Merchants & crafters (heredity, with occasional new grants)
  5. Beggars, thieves, elves

It’s a mercantilist society, where city-states are ruled by a combination of land-owners and production-owners. Both have assigned themselves various titles, but the only real rank among them is wealth. (Rogue Trader dynasty style, with profit factors.)

The Enchanters Guild “own” the means of production of spells, with a massively dominating market share of spell research. The reason for this is that their structure is so over-arching that it’s usually possible to gobble up any competitors that arise, and just … Continue Reading

The Warwood Is Becoming Witchwood

Now that the lich-queen is establishing herself in the Three Towers, folk are leaving off calling the place the Warwood (which was a reference to the end of the Indric Age, kind of a long time ago now) and starting to call it the Witchwood, due to the…well, witchiness that is currently going on.