Good Society: A Jane Austen RPG – 2nd Edition
www.kickstarter.com/projects/sto...
Good Society: A Jane Austen RPG – 2nd Edition
www.kickstarter.com/projects/sto...
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Better afternoon, playing in @paulbaldowski.bsky.social’s Sanction Agency game. Washed up spies fumbling our way through an investigation into a dead asset.
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Better afternoon, playing in @paulbaldowski.bsky.social’s Sanction Agency game. Washed up spies fumbling our way through an investigation into a dead asset.
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This afternoon, I played Vibes, which is Jonathan Sims’ “Random Fantasy Nonsense" game.
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This afternoon, I played Vibes, which is Jonathan Sims’ “Random Fantasy Nonsense" game.
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A couple of shots of the inside of the Hippodrome. The domed ceiling is awesome.
A couple of shots of the inside of the Hippodrome. The domed ceiling is awesome.
#scotlandmovienights
I love going to “the pictures”. I know all the arguments against them - the tickets are expensive, food and drink is REALLY expensive, you can’t play on your phone while the flm’s on, if you have to go to the loo, the film carries on while you’re away.
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#scotlandmovienights
I love going to “the pictures”. I know all the arguments against them - the tickets are expensive, food and drink is REALLY expensive, you can’t play on your phone while the flm’s on, if you have to go to the loo, the film carries on while you’re away.
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I guess, when thinking about rewards, three things come to mind.
1. Rewards in-game. Treasure, loot, titles, that sort of thing. Bit old school, but a nice way to keep PCs invested, especially if those PCs have to buy armour, weapons, magic ink.
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I guess, when thinking about rewards, three things come to mind.
1. Rewards in-game. Treasure, loot, titles, that sort of thing. Bit old school, but a nice way to keep PCs invested, especially if those PCs have to buy armour, weapons, magic ink.
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I’m never going to be a hero. Never going be a rebel. Or an adventurer, a wizard, an ass-kicking martial artist, a time traveller. I’m just a normal(ish) guy living in what is often a fairly unpleasant world.
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I’m never going to be a hero. Never going be a rebel. Or an adventurer, a wizard, an ass-kicking martial artist, a time traveller. I’m just a normal(ish) guy living in what is often a fairly unpleasant world.
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I first ran into a game system which prompted the players to think about how their character might connect to other PCs when I started playing the Star Wars RPG in the early 90s. It was basic (“your Smuggler may have the Wookiee as copilot”), but got you thinking.
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I first ran into a game system which prompted the players to think about how their character might connect to other PCs when I started playing the Star Wars RPG in the early 90s. It was basic (“your Smuggler may have the Wookiee as copilot”), but got you thinking.
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Other than Dread, which creates a sense of real-world suspense through the use of a Jenga tower, are any games pitched at “suspense”, as opposed to “mystery”?
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Other than Dread, which creates a sense of real-world suspense through the use of a Jenga tower, are any games pitched at “suspense”, as opposed to “mystery”?
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I don’t really do in-game tactics, I’m not smart enough for that sort of thing. Mainly, I’m trying to find my “in” to the game, the thing that’ll keep me engaged and participating, either as an active PC or as an interested player.
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I don’t really do in-game tactics, I’m not smart enough for that sort of thing. Mainly, I’m trying to find my “in” to the game, the thing that’ll keep me engaged and participating, either as an active PC or as an interested player.
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Prospective GMs - if you’re planning on introducing a NPC nemesis to your PCs, you’d best make darn sure that the PCs can’t just kill them the first time they meet.
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Prospective GMs - if you’re planning on introducing a NPC nemesis to your PCs, you’d best make darn sure that the PCs can’t just kill them the first time they meet.
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Challenge Magazine was an RPG magazine which ran for a decade from the mid-80s, covering Game Designers’ Workshops’ own games for the first few years, then expanding out to the wider hobby, lasting 77 issues (though not really as the numbering started from #25).
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Challenge Magazine was an RPG magazine which ran for a decade from the mid-80s, covering Game Designers’ Workshops’ own games for the first few years, then expanding out to the wider hobby, lasting 77 issues (though not really as the numbering started from #25).
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