Spider-droid has seen better days, time for a hot bath! Custom Autocratik dice thanks to www.chimericdesigns.co.uk |
*Insert Charlie Brown Aaugh!*
Time to catch up!
DAY 25: CALAMITY
Not really sure what I had in mind for CALAMITY - I guess the thing I always think of when it comes to RPGs and calamities is the good ol' fumble. At least that's where I remember it starting. Fumble tables, when you roll so badly that you really - I mean, REALLY - mess it up big-time. That kinda escalated over the years to become "disasters" or "Despairs" or the like.
Are they good for the game? It's a bit of both really - there's the advantage that it really shakes things up, adds some challenge and often some humour, and can lead to some exciting story developments. However, I've noticed a trend in "Fail Forwards" thinking - you don't get what you want, but something helps with the plot. Can they both exist in one game? Hmmm...
DAY 26: IDEA
Well, that's always my problem. I have too many ideas for games and not enough time / resources / connections / money to produce them. Possibly the best known of these ideas is the Harry Potter RPG I'd love to write if I could only fund the massive licensing deal and convince J K Rowling that RPGs are a great idea. Then there's the Ka-Tet RPG I wanted to write - roleplaying in the many worlds of Stephen King. I tried for that one, but it was just as the movie deal was being signed for the Dark Tower, so they said it wasn't a property they were interested in licensing out.
Problem is, I watch things and think "That would make a brilliant RPG" - the most recent one was watching 3Below: Tales of Arcadia. Connected to the amazing Trollhunters, and the third series Wizards coming later this year, it would be a great RPG...
And Twin Peaks...
Maybe I should just stick to working on WILD...
DAY 27: SUSPENSE
Onto today's post, catching up slowly! SUSPENSE! Hate to bring it up again, but our most recent game of Fria Ligan's ALIEN was one of the most terrifying experiments in suspense building I've had at a game for a while. I'm guessing it's because the scenario just kept piling on the tension in the form of infections, secret player character motivations, the knowledge that at least one of the xeno/neomorphs was on the loose in the ship - it meant even moving from one area of the ship to the next was full of suspense.
Great! If very stressful.
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