role-playing games
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from about 6th grade on i've been interested in roleplaying games. i
was given a first-edition "dungeon master's guide" by a family friend,
spent a summer trying to reverse-engineer the rules for dungeons &
dragons, and have been interested in playing (and designing) tabletop
games ever since.
i plan to use this page to document games i've played (or want to
play) along with some thoughts about them. this is mostly for me but
might be useful if you are looking for games to try. eventually i
might try to write up some general feelings on what makes games good
(or bad) but that will have to wait.
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games i've played:
⊛ dungeons and dragons (1e, 2e, 3/3.5e, 5e)
despite all the problems with the game system, i still have
a lot of love for d&d. i think 3.5 was an interesting
(but failed) experiment into how crunchy you could make
the rules. i find 1st edition to be the most inspiring:
the art and writing are really fresh and unique, and i
enjoy its commitment to simulation and imagination over
too many concerns for consistency or polish.
⊛ teenage mutant ninja turtles & other strangeness
i played this game a few times with an older cousin who had a copy
of the original edition. i think my character was some kind of bear
maybe? i had a great time, and definitely have fond memories of
this (despite the fact that it used palladium's rules).
⊛ world of darkness (2e, 3e)
i mainly played these games between about 1994 and 2002. i remember
being inspired by the focus on story, social activity, and
personality (as opposed to older games that simply focused on
"adventure" and fighting). the "goth-punk" setting was sort of
ridiculous but we all had a good time with it.
to try to characterize the individual games:
werewolf probably the setting i enjoyed playing the most. i
was also a big fan of the other shapechangers as well. i ran many
werewolf games (often starting with first-changes) and also played
a ton of werewolf on aol in the mid 90's as shadow804.
mage the most inspiring setting by far. i think this game
still has some of the best ideas of any game i've
seen. unfortunately i tried playing the updated "mage: the
awakening" in 2007 and it was really terrible -- they had removed
almost everything that made the original interesting.
vampire not normally my favorite, but a friend ran an
amazing sabbat campaign that i really enjoyed -- she was an english
major who had never really played (or ran) games before, and she
took it really seriously. probably one of the best-run games i've
ever played in.
changeling i had a real soft-spot for this game, and despite
the fact that most of my friends didn't find urban fantasy cool i
ran a bunch of successful games.
wraith i remain somewhat obsessed with this game, despite
the fact that i suspect it is unplayable. another of my cousins was
really into it too, so we spent a lot of time with this one. it
felt a bit like an rpg version of "waiting for godot."
project twilight this was a weird little game that was sort
of like a world of darkness version of x-files. it was also pretty
great -- i ran several games of this. the excitement of playing
"normal" people who were underpowered compared to the supernaturals
they were investigating helped keep the tension high.
⊛ rifts
interesting setting and art, terrible game system. never managed to
play a game of this that didn't go horribly-wrong very
quickly. i've always imagined it would be interesting to mix the
rifts setting and a non-terrible game system, but so far i haven't
tried it.
⊛ deadlands (1e)
in high-school i briefly ran a fun deadlands campaign with a few
friends. i'm not sure the system was worth the complexity, but the
setting was good, and it sort of inspired us to play on the tropes
in an interesting way, so i have fond memories.
⊛ shadowrun (3e)
i like shadowrun, but i've never really played in a successful
campaign. unlike rifts, i don't think the rules are that bad, but
somehow it just never came together. one common complaint that i
can share: having to "split" time between cyberspace hacking and
the real world almost always feels like a massive drag.
⊛ middle-earth role playing (1e, 2e)
i grew up in charlottesville, which was where iron crown
enterprises (rip) was based. as a result, i've actually seen
someone run rolemaster before, and it might have also helped get me
into "merp". i like the source material (tolkien), and while the
rules were a bit complicated i do find them somewhat compelling. i
started a few games of this, but never had a steady group where it
caught on. this is one of those systems where i like collecting the
source books and reading the rules.
⊛ call of cthulhu (5/5.5e, 6e)
had some good times. it's a weak system with strong source
material, but the understanding that everything will go
horribly-wrong helps make it a fun game to play. definitely had
some memorable experiences with this one.
⊛ the shadow of yesterday
this was my introduction to "narrativist" roleplaying games. i am
not the biggest fan of the setting, but i had a great time with the
group i played with. this was the start of a "west philly games
group" that ran many of these games. overall the system worked
pretty well. i'd definitely play it again.
⊛ burning empires
ugh. the complexity of something like rolemaster but with fewer
guiding principles and more arbitrary subgames. i was really bummed
to see that the mousegard rpg was written by the same guy -- i
guess he's a famous designer?
⊛ diaspora
after the failure of burning empires, i joined a small group
playing diaspora. we heavily-modded the rules, but had a good time.
i felt like the rules were in a bit of an uncanny valley between
the "fate" system and something like traveller. (disclaimer: i am
sort of in love with first-edition traveller despite never having
played it.)
⊛ in a wicked age
only played this a few times. i found the system awkward, but in an
intentional, interesting way. de-emphasizing characters (and
character ownership) was a really interesting mechanic i'd like to
explore more.
⊛ pdq sharp
i played in a surprisingly-historical swashbuckling campaign using
these rules (with some light modding). i had a great time, and
found the system to be lightweight but fun. the west philly folks i
played with were good at storytelling, so lightweight systems
tended to work well for us.
⊛ don't rest your head
this was such a good game! we played a relatively short campaign
(maybe 5-6 sessions) and it was great. the rules were super simple
and stylized, and the setting (taking part in a sleep study on a
college campus) was really flavorful and intense.
⊛ arkham high school
a small two-part session that a friend of mine put together.
our character sheets were student report cards! seriously, this
was a really great idea. i still think it would be great to
release (though i guess it would probably have to be re-branded).
⊛ spirit of the century
after having experienced fate indirectly in a number of other games
i had a chance to play this one. the pulp setting is charming
(although not always my thing). one of my friends is a huge fate
fan, very adept with the system, and also a great storyteller, so i
invariably have a great time playing this game.
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games i created:
⊛ bespoke star trek rpg
i started playing this in ninth-grade. a good friend of mine was
really into stark trek, but at the time there wasn't a viable
rpg. i took some time and created a relatively simple game (that
had some superficial similarities to 2nd edition ad&d).
unfortunately i think i lost most of the rules but it was good
enough that we played it for at least a couple of years.
(making this made me a sort of "honorary trekkie" for a bit.)
⊛ minimal redwall rpg
i never actually played this one, but it was a basic fantasy rpg
where the "races" were actually taken from redwall. it wasn't
especially inspired but i think it could have been a lot of fun
with folks who appreciated the source material. since then i've
talked to lots of folks who wanted some kind of game like this.
⊛ unnamed freeform rpg
i really liked this one. you used a small index card, drew a
picture on 1/3 of it, and then wrote a small amount of information
on the rest. the character info was:
+ name: self-explanatory
+ description: phrase or sentence
+ 3 likes
+ 3 dislikes
+ skills (anything you wanted), 1-5 points each (10 total)
i don't totally remember the system, but it was very simple. the
game was mostly about creating ridiculous stories with your
friends. i remember helping people make characters in high-school
and playing short sessions during lunch.
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games i want to play:
⊛ apocalypse world
maybe i waited too long and missed the moment where everyone was
obsessed with this one. but i'd like to try it out.
⊛ dogs in the vineyard
i'm not sure the setting is really my thing. but it's a really
important game and with the right group i'd like to try it out and
see how it goes.
⊛ traveller
i freaking love original traveller. i have a hard time explaining
why -- the system is sort of broken and also very old-school. there
is a common joke that you can die during character creation (which
is true) and also that random mishaps can easily destroy your game.
in some sense, i think the flaws are what appeal to me. i like rpgs
that are unselfconscious, and that came out before the "idea" of
what an rpg was had fully-formed. in that sense, i think the
original traveller material is pretty interesting and inspiring.
if i were going to play traveller i'd probably use the original
system, but heavily-customized. i'd also want to make sure the
group was interested in simulating dangerous space flight, and knew
the risk and chance of disaster.
⊛ microscope
i read some blog posts about the development of microscope, as well
as about a group that played it. being able to move through time
and space in a single campaign seems like a really promising way to
find interesting things -- you can have a remarkable triumph or a
disasterous defeat without having to end the game.
⊛ monsterhearts
this game sounds amazing! i've read about some play throughs of
it. i think it might capture some of the things i've enjoyed about
other "coming of age" rpgs (say in werewolf "first-change" games,
or in the arkham high school game i mentioned). definitely a game
where i'd want to play with people i trust, as opposed to a more
casual group.
⊛ polaris
a collaborative rpg without a storyteller? great! the game requires
exactly four people, so it might be a bit hard to set up.
⊛ the mountain witch
another classic narrative rpg. supposedly there is a reprint in
the works (it's out of print). from what i've read about the game
it sounds pretty great.
last updated: Fri Mar 27 15:40:02 EDT 2015