I got to play a session of Star Wars recently. Some friends in Portland have a pick up game that they play periodically, so I got to be involved in a session of it while I was down there. I had a ridiculous amount of fun. I might want more depth of play in an ongoing campaign, but for a one-shot it was absurdly fun.
I’ve been feeling kinda blah about gaming again lately. A big chunk of this is likely due to the fact that we haven’t been able to game much. Our attendance at games (or our ability to run our games) have been kaiboshed by our other social activities and travel. It’s really hard to maintain enthusiasm for a game you don’t play in for a month or two. Or three. It’s why I prefer “every other week” for a gaming cycle, as opposed to “monthly when we can manage it.” But when you are gone most weekends in a given month… well, that just screws everything up. =P
Beyond that, I’ve been pondering what it is I want out of a game. Part of this came from my renewed desire to play in a Star Wars game, but realizing I don’t have anyone I’d want to ask to run said game. And, really, I want to play. I’ve tried to think about what it was that was missing from my current gaming experience that I had in the past. Which came up with a more bizarre realization: More often than not, my favorite gaming experiences as a player have come from games where I thought the GM was awful. This isn’t to say there haven’t been exceptions. I’ve had great games with GMs I love. I’ve had soul killing gaming experiences with GMs I hated. But I’ve had a ridiculous amount of fun with games where the GM just wasn’t doing it for me.
The things that were fun was that everyone loved their characters and people were really engaged. It’s what I loved about “Dragon Lines,” which I hadn’t really had a lot of in other games I’ve run. I have a delicate ego that feeds off of other people’s enthusiasm. Part of me wonders if the players developed such rich interactions with each other because they had nowhere else to turn to. Not having a plot they could (or wanted to) interact with, they turned all their energy into having fun with the other players. Not all the players did that, but enough so that it was fun and rewarding.
Now I just need to figure out how to pull that off with a GM who is good… ;)
I was making a joke on my Facebook status about how I had a strong urge to play D&D 4e and watch Veronica Mars, but I didn’t think the two were related. As I considered a response from someone, the question occured to me: What if they were?
I don’t know that I’ll ever run this, but as a quick note: Adventuring academy. Dungeon delves and other adventures are a growth industry. As much as I’ve made pithy comments about a character’s backgound versus their character class, what if there was a school for people to learn how to be a Fighter or Rogue or Warlock or Barbarian or whatever.
Not sure what system I would use for it. I could justify everything from D&D4e to Savage Worlds to Best Friends to Primetime Adventures. And, heck, I don’t know when I’d ever actually have time to run it. (Maybe a one-shot at a con?) But I’ll put it on the back burner for now.
This isn’t so much a game I want to run as an idea I’ve been mulling around. Not sure if I’d want to run a game in such a setting, but I like the potential it has. So think of this more as a creative exercise. If I have enough ideas, I may even start up a Wiki for it.
I really like “prequel” settings for popular game settings. I loved the Earthdawn setting. Hated the rules, but loved the setting. Loved the connections between Earthdawn and Shadowrun. I’ve similarly loved the connections between the Exalted and the old World of Darkness.
The general idea for what I’ve been noodling about is, “What if there was an Exalted-type setting connected to the new World of Darkness?”
I’ve been mulling around ideas for a D&D or D&D-like campaign. I haven’t decided what system I’m going to use, or when I’ll have time to run it, but it’s something I’ve been mulling around for a while.
Part of it comes from some ideas I noodled around back when I ran a cop game in D&D. Mainly it was a thumbing of my nose at the traditional adventurer model, where the law enforcement PCs looked down on so-called “adventurers” as mere tomb raiders and troublemakers. But that was more of a background setting piece than a cornerstone of the setting.
This idea got a bit of a surge from a quote from, if I’m recollecting properly, John Wick. I think it was from his Houses posts on Livejournal, prior to him locking his posts to private. I thought it might be in Houses of the Blooded, but I can’t find it in the PDF I have of it. But the gist of it was this: Bands of armed thugs wandering the countryside are not adventurers. They are criminals.
I attribute it to Mr. Wick because I believe it came out as he was trying to distinguish the ven of his anti-D&D game from the ageless sociopaths of D&D. But I like the idea as a setup for a D&D campaign, especially since I love the thought of using a concept from Houses to do a non-standard D&D game. It’s like… thumbing my nose at so many people at the same time.