Showing posts with label Ars Magica. Show all posts
Showing posts with label Ars Magica. Show all posts

Friday, August 4, 2017

RPGaDay Challenge 20107 - Day 4

Getting back on track...






Hmm. 

Play-wise, I've been in a Kapow! Superhero RPG campaign that meets weekly over Google Hangouts for the last three years, and that's still going strong. It's one of only two games I've been a player in consistently since last year.

As for running, I'd have to say it's either Ars Magica 3rd Edition, or Champions 4th.

One of my group's wrapped up an Ars Magica campaign earlier this year set on my original world of Aerth. I am now running a new, more traditional Ars Magica campaign with another group.

Prior to running Ars Magica with the latter group, I was running Champions with them, and have run short Champions campaigns off, and on since last August. 

That's about it. I've run numerous other games for short stints, and one-shots, but these are the ones I've played most often.

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Barking Alien








Thursday, December 1, 2016

I Have All I Need

Following our Wednesday night Google Hangouts superhero game this past week, many of us hang around post game to discuss the game, gaming in general, and what our favorite games are.

It was during this conversation that my friend +Keith Jacobson  gestured to the bookshelves behind him, and said some incredibly profound words (which I will paraphrase here as close to a quote as I can muster):

"I have been collecting superhero RPGs for a while now, but outside of supporting a creator, or company I like, I think I am done buying any new superhero games. I don't really need them. I have this big collection, but Kapow! (our current game) scratches my Superhero itch. I don't need anything else."

I've owned a lot of RPGs over the years, and played probably five times as many. I've always enjoyed checking out new games, and I still do. Yet there is a great truth in what Keith is saying here. 

I like new games. I don't NEED new games. 

If I were to consider running a new campaign, and I was limited to those RPGs that I count among my favorites, I would be very happy to do so without much of a second thought. Furthermore, if no new version, edition, or thematically identical game every came out I would still enjoy the heck out of the games I already have.

Case in point...Star Trek Adventures from Modiphius Entertainment.

Here's a game I have been chomping at the bit to check out. I have the playtest rules, and I am reading through them now. I am having a little difficulty wrapping my mind around some of the mechanics, but I am curious to test them in play to see how they really function.

Now, let's say they don't. Hypothetically here, let's say the game either doesn't work right, or simply doesn't work for me. I'd be bummed, but it's not like I can't run Star Trek now. 

I've been running Star Trek campaigns since 1982 with the FASA game. I was a playtester, and writer for my favorite incarnation of Star Trek in table top form, the Star Trek RPG by Last Unicorn Games. Both of these still work. LUG's works especially good for me personally. It fits my preferred style, and approach, has very smooth, workable mechanics, and it's easy to develop your own ideas with it. 

If I want to run Star Trek, I have a game.

While I've wrestled with what superhero RPG I would want to use if I got the chase to run Supers again, I feel like...did I really? Why was it such a hard decision? You know you want to run, you're just afraid others won't take to it as you did, and do. The answer is Champions 4th Edition. Also...am I talking to myself?

If I want to run Star Wars, I have West End Games D6 RPG. Yes, I could use something else. Yes, I made a Star Wars adaption for Traveller as an experiment. That's not what I need though. All I need is WEG Star Wars. 

If I want Giant Robot Anime there is Mekton, or maybe my modified Extended Mission game. 

If I want Medieval Fantasy...ROTFL!...Heheh...no seriously, I could want that! Anyway, I would go with Ars Magica. 

The point is, I'm all for innovation, but I have what I came for. I have a collection of games that work especially well for me. They're all on my shelves, right here, right now.

I seem to periodically go on these soul searching dream quests for the perfect game when truthfully, I have everything I need. 

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Barking Alien






Saturday, May 14, 2016

Gonzo the Great

Welcome back everyone!

In my last post I spoke about the fact that I'm not really a fan of Gonzo in gaming. Now, I'm going to tell you why in spite of my opinion remaining unchanged, I am currently gung-ho about running a revamped version of my homebrew D&D setting, Aerth. Aerth, and The Winghorn Guard (the primary focus of the campaigns set in this milieu) are straight-up Gonzo of the highest order.

So why is this the Great Gonzo?


It isn't! I am! Ha-Ha!


Hey Gonzo! I'm glad you came by.

[Wait...how did you get on the blog? We're on a space station fixed to an interdimensional nexus point. Whatever. I'll look into it later.]

I'm talking to the folks at home about Gonzo gaming, and why I am enjoying the prospect in my new Aerth campaign.

"Well isn't it obvious! Being Gonzo is awesome! You're a boat with no rotor, cast on a sea of possibilities! There are no limits on the horizon - not even the horizon itself!"

Wow. That's a heck of a description. Yeah, that does sound cool...

"You bet it's cool! I am the master of my own destiny! The king of the domain of me. I might decide to launch myself over one of the great pyramids via catapult in a burning barrel! I could free fall from an airplane while juggling anvils, and singing the star spangled banner! No one puts baby in a corner!"

I...huh?

"Sorry, I got carried away with that last part."

Right. OK, but what about about cohesion. What's the thread that holds it all together?

"From a gaming stand point you mean?"

Yeah. I am with you brother. I want to allow for a heaping helping of anything goes, but if anything and everything goes, what stops it all from flying apart? What makes this all one world, one setting, one campaign.

Case it point, I have no trouble seeing a wizard next to an alien with super strength, next to a guy with a bow and arrows in a Superhero game, because the genre is Classic Superheroes and that's a setting that easily fits all that.

Now I am running a D&D style Fantasy game, and if things get too wacky, it stops feeling like Fantasy to me.

"What does it feel like instead?"

Well, it feels like...at best it feels like...Oh.

"Oh?"

It feels like Superheroes.

That's why I am so excited about this campaign. This is my chance to finally run a good Supers game with my Barking Alien Gaming Group. Superheroes hasn't really worked for us in the past because not everyone in the group gets the concept of Superheroes in the same way. Here...

"It isn't Superheroes. It's Fantasy. Gonzo Fantasy. And they get Gonzo Fantasy don't they? But to you Gonzo Fantasy is really..."

Superheroes.

Whoah. Mind blown.

"Haha! Great idea! Hmmm. Maybe I'll figure out a way to do that which isn't permanent. And which somehow includes tapioca."

Um...sounds like a plan. Hey man, thanks. I needed a little help on this particular epiphany, and you were there at the right place, and the right time. I really appreciate it.

"What are friends for? Well, I've gotta fly. I'm taking Camilla to see Civil War."

IMAX?

"Re-enactment."

Gotcha. Have fun.

This is going to work.

AD
Barking Alien







Monday, April 18, 2016

Regrouping

Now that I don't have to concern myself with the A-to-Z Blog Challenge I can get on to more pressing matters.

What I am running, and with whom...

This is a bit like my past 'State of Gaming' addresses, but with the purpose of helping me to organize my thoughts as opposed to entertaining you my audience (My apologizes. Honestly, I haven't forgotten about you. I'll try to be entertaining anyway).

We begin with...

Dan's Group, and The Masked Age 66':


Following a pretty successful first arc of three, consecutive, Friday night sessions, we are going to alternate the campaign to every other Friday night going forward. On the nights I don't run, my friend Alex is running a Harry Potter/Wizarding World/Hogwarts game in which I am a player.

I am really liking the Hogwarts game a lot so I have no problem switching off. Basically it amounts to playing a Harry Potter game twice a month, and running Silver Age Superheroes with a Twist twice a month. I am absolutely good with that.

Oh course, the Superhero game is not without it's bumps. It's a tough group to please in some respects. I'm hopeful however.

The Google Hangouts Group, Kapow!, and Galaxy Quest!:

Whoohoo! I am super excited about this.

For about two years now my friend Keith has been running a really cool Superhero RPG called Kapow! in his own homebrew world. I have played a number of characters in the setting, but for the longest time now I've been using a Superhero named Equinox.

Equinox is actually a very old character I helped my friend Sergio create waaay back before we even knew about RPGs. When I discovered Villains & Vigilantes in 1982 we made up Equinox for a game, and he was so cool I decided to remake him for Kapow!

I've stepped in a few times as GM to cover Keith when he had a family thing, or had to otherwise miss a session (which in two years has been maybe three times. It is exceptionally rare). When I run, the players play a different group of heroes on my alternate setting of Earth-F-Omega, a variant on the Mutants and Masterminds Freedom City* Universe by Green Ronin.

I filled in with an Earth-F-Omega session three weeks ago, and ended up continuing the story even as Keith came in to join us. Tomorrow will be my last session of the arc. Keith then goes away on vacation for two weeks ( ! ), so I offered to run something else. Something different. That's when things got really interesting...

Keith proposed that going forward one of us (he, or I) would run a game for several sessions, or perhaps a month or so, and then the other would take over and do the same. He will be continuing Kapow!, while I plan on a Science Fiction/Space Opera type series. As a test run, I will be GMing a short Galaxy Quest adventure over the two weeks Keith is gone.

More details as I have them. Very excited to get the best of both worlds out of my Wednesday night online game.

Last, but not least...

The Barking Alien Gaming Group, and What Comes Next:

It's been well over a month since I've met with the players in my Barking Alien Gaming Group.

For a short while there it looked like that particular gaming group incarnation had run its course. Luckily, that is not the case. I had a nice sit down discussion with two of the players, and I'm going to try to redouble my efforts to make a game that works for this bunch. In exchange, one of the players will try to overcome a few of his...um...less endearing habits...which often threaten to derail our games. The other player I spoke to will try to keep the first one on track, and act as an intermediary if the player, and I bump heads.

As I look at what I am running, and playing with the other groups I'm a part of, I have to say I'm pretty happy I'm getting the opportunity to run two of my favorite genres already. I'm running Superheroes with one, and I'll soon be running Space Opera/Adventure with the other. I don't need to run those with my monthly group. I am free to tackle something else.

But what?

Then it hit me, and if it didn't make so much sense I probably would've hit it back.

Aerth. My Dungeons & Dragons-But-Not setting of almost 35 years. Superheroic, Anime Influenced, Folklore Fueled [Vaguely] Medieval Fantasy.

System wise I won't be using any form of D&D however. I want to enjoy this. I'm going to be adapting Ars Magica for this campaign.

Yes. I'm going there.

AD
Barking Alien





Tuesday, August 18, 2015

RPGaDay Challenge 2015 - Day 17 (Belated)

Geez...



What kind of question is that to ask Adam 'Barking Alien' Dickstein?

"Hey, of the foods you find unpalatable, which one do you like the best? If you could be poisoned by any venomous insect, which one would you most like to get bitten, or stung by?"

Bleh. Fantasy RPGs.

OK, ok, let me pull it back a notch. I've got my Snark Meter turned up pretty high this month, don't I? My apologies. I don't hate Fantasy as a subject as much as I sometimes make it seem. It's not my preferred genre is all. I do like a certain kind of Fantasy, but I rarely find games that cover the subject the way I want it to be approached.

Fantasy RPGs though, I do not tend to like them.

Let me clarify. Anyone who's been reading this blog regularly, or even somewhat irregularly, knows that I don't much care for D&D/Pathfinder style Fantasy. This means, I don't care for those games that are in the same category. What category is that? Whatever one contains all those Sword and Sorcery meets Weird Fantasy meets mock-Medieval Fantasy that is typified by D&D.

The vast field of Fantasy RPGs contains a lot of games that have the same mindset when it comes to the genre. The majority tend to be too complicated, too technical, and do nothing to create, or instill a sense of wonder, and magic. As a matter of fact, many feel like they're going for a scientific approach. They strive for a 'realistic simulation' of what combat, trade, and such were like in the Medieval era of Eastern Europe. Complete with a dozen intelligent species, spells, and wizardry, magical treasures, and of course, numerous, ferocious monsters. Because, you know, 'realism'.

Now D&D itself doesn't do that as much, far more focused on a sort of abstraction of how things work. Unfortunately, at least for me, the abstraction creates a huge disconnect between the genre, and the rules.

Elves are long lived, and magical, but possess no magical abilities, and PC Elves have no more knowledge, or experience then any other character.

Wizards can't use swords because, um, reasons. Meanwhile the archetypal mages, Gandalf, and Merlin, both used swords. So, huh?

My favorite Fantasy RPG would be the one that doesn't pretend it's something it isn't. If it's going to be Medieval European Fantasy, it should be that. No Elves, no dwarves running around, at least not where they can be viewed by prying, and judgmental eyes of man.

Magic may be studied as a science, but it is not truly understood, nor can it be completely mastered.

Monsters are what you tell children about to get them to behave, or to entertain them. Beasts on the other hand are real, and they roam the untamed parts of the land, which is most of it. The wolf knows the way through the woods, but his price may be high. Still, if he gives his word he keeps it. Hunt not the stag in evening, the last you've seen of the day, for he is the guardian of the green places. If he dies, if you killed him, things will not bode well for you. The sea serpent is not more, or less real than these, or the fish, just less often seen.

The game that does this, and has rules to match this atmosphere, that is my favorite Fantasy RPG.






Ars Magica is, for me, the perfect Medieval Fantasy RPG, as it not only accomplishes what I need it to as far as atmosphere, and mechanics, but it also enables you to easily create interesting characters, and has the cool 'troupe play' aspect where you play multiple PCs in different positions for different adventures. I also love that it's a Medieval European Fantasy game set in Medieval Europe. WOW! What a concept!

No, no, please, let's go back to having a million different, far off worlds that could be anything at all, but instead all freaking look just like 12th century England, and Germany. That's much better than actually being in 12th century England, or Germany. Never understood the appeal.

The next runner up to Ars Magica would have to be Pendragon for very similar reasons, especially how the mechanics actually work with, and are reflective of the subject matter.

After that, probably Faery's Tale Deluxe. Simple, easy, no fuss, no muss, but brilliantly playable.

There you go. Next up, 'Favorite Type of Wood to Get a Splinter From' I assume.

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Barking Alien









Thursday, January 15, 2015

Fantasy Fugue

I am in a distraught and confused state. Argh! Argh! I say.

Dave, I blame you.



Stunning Art by Sam Bosma


A few days ago, my buddy Dave and I were having a conversation about gaming, when pretty much out of the blue Dave says he's in the mood to play some Fantasy.

Being the sensitive, understanding, flexible, versatile friend and GM that I am, I didn't kill him.

But it was too late.

He got me thinking.

Damn his hide.

What Dave said he was really in the mood for was Ars Magica, a game we ran a very short campaign of before it puttered out, and we put it away to possibly be revisited later. He wanted the 'full experience', and said it felt like we really didn't get that from our last go at it. I have to agree.

The main reason that game didn't last was completely my fault; I got bored with it. Now you could say it wasn't completely my fault, and you might have a point, but yeah, it was largely me. I wanted something mythic, fairytale-folklore oriented, and the players turned it into a politics heavy D&D game. I should have realized it was happening early on, and done something to get it back on track, but by the time I accepted how far off the mark it was, it was too late. I was just tired of it.

It had become generic, medieval fantasy. I despise generic, medieval fantasy.

I entertained Dave's idea anyway, just to see what he had in mind, and how I could perhaps get it right this time around. I'd done it before with my old New York crew, my New Jersey crew, and my ex-wife. Why couldn't I...hmmm. My newer group. Grrr. I'm seeing a pattern.

At the same time, we played with the idea of an Ars Magica variation that I used in the past, but which isn't really how the game is supposed to be played. Instead of the standard 'troupe play' approach, wherein each player has a Magi (Wizard), and a couple of companions, and henchmen characters, Ars Magica can be used in a more traditional way, with each player playing a single PC.

In the latter case, I adjusted the total number of character building points each PCs was constructed with (a bit higher for Custos* and Grogs*, a bit lower for Magi) so that characters felt a bit more even, and balanced.

I've used this approach before as I said, and it worked very well. Am I interested in trying it again? I...well...hmmm.




Dragon-slaying 101?
Another delightful piece by Sam Bosma
 
 
My current group includes the players from the previous campaign, but it's larger, as we've added a few members since that last outing.

Maybe...

I've also being going over the unedited, English language rules for Ryuutama.

Having come across the work of artist Sam Bosma around the same time, I'm very inspired to give this game a try. Bosma's illustrations fit right in with the look of the original game, and reinforce the concept of an initially light hearted fantasy world, that becomes more serious, and deadly, as the PCs travel further, and further from home.

Traveling, the journey itself, is a big part of Ryuutama. It is part of obstacles the PCs need to overcome to survive, and prosper, but it's also connected to the theme and nature of the game.

Like the best young adult fantasy novels (Such as Harry Potter, and The WondLa series), the world of Ryuutama grows, and matures with it's audience, as they transverse their developing campaign world.



 
Epic By Valentin Seiche
 
 
Fantasy gaming is not generally my cup of tea, unless (and this is a BIG unless) it's a very particular type of Fantasy. A particular type that is, sadly, pretty much a mystery to a lot of players I know.

The majority of people I encounter just aren't as familiar with the kind of fantasy I'm interested in. Maybe they are familiar, and they just don't like it. That's just the way it is. It's a shame for me, but it's really no skin off anyone else's back.

Still...I do like my type of folkloric, mythic, atmospheric fantasy. I think Ars Magica can pull that off. Maybe Ryuutama too. I don't know. I'd like to try. And if Dave is in that mindset as well?

Maybe...just maybe...

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Barking Alien



 


Thursday, September 25, 2014

Core Values

Good friend of this blog, and all around royal thinking person, Lord Blacksteel, made an interesting post over at his Tower of Zenopus on the subject of getting into a 'well supported' RPG.

By 'well supported' he means (if I understand him) that the game has, in addition to its core rules, a large amount of supplemental material produced for it including, but not limited to, sourcebooks, adventures, and other splatbooks of various kinds.

I think what Blacksteel says on the subject is accurate and valid, but (unsurprisingly I guess) I have a slightly different take on the subject.

These days, I really don't want a well supported game. At least, not in the traditional sense. Certainly not supported like the example he gives, which is Paizo Publishing's Dungeons & Dragons 3.x, also known as Pathfinder.


That's Too. Damn. Many. Books.
 
 
Now don't get me wrong, I am not suggesting every RPG company produce a single book of rules, and be done with it. That's no fun, and certainly not very effective from a business stand point.
 
Also, I will totally admit to owning damn near everything for every Star Trek RPG ever produced (except Prime Directive/Star Fleet Battles of which I own very little if anything), the Star Wars D6 RPG by West End Games, Mutants & Masterminds (all editions), and classic Traveller (including The Journal of the Travellers Aid Society magazines).
 
That said, I will name two games I've grown to really dislike, and perhaps you will notice a similarity between them:
 
Pathfinder and RIFTS.
 
Both share the distinction of being over-supported in my personal opinion. How can a game possibly be over-supported? Well let's take a look at some of my favorite games in comparison...
 
Currently, when I run Champions, I use one book and one book only for 90-95% of the campaigns content. I use the famous 'Big Blue Book', the hardcover rulebook for Champions 4th Edition. That's it. Honestly, what else do I need? Ah, there is lies the key word...need.
 
Let's take another favorite of mine, Star Trek. I have every supplement and sourcebook for every Star Trek RPG because I love Star Trek, but honestly, I hardly use anything that came out from Last Unicorn Games when running Star Trek campaigns, outside of the corebooks.

LUG created some great stuff, don't get me wrong. It's just that, between my knowledge of Star Trek, the excellent rules in the corebook, and my own imagination, I can run the game without any help from the game itself.

I will use material from a few of the supplements here and there, and from the FASA game, such as starships, species information, planets that strike my fancy, etc. Note that I do this because I want to. I found these elements interesting, so I want to use them. I don't use them because I have to, or I can't make the game work otherwise. I don't really. I mean honestly, outside of the rules and the basic information of Starfleet, their vessels and gear, some data on a few of the hostile space governments, what else do you need to run Trek?
 
Nada. Nothing. Zilch.

A big reason why I love these two games, Champions and ICONS Star Trek, is that both games do something no version of D&D has ever done, which is give the players, and GMs, the mechanics behind the rules so that they (the gamers) can build new, compatible stuff themselves.
 
Where as most games like to sell you model kit after model kit that enable you to build and use their cars, or their buildings, or their airplanes, and what-have-you, Star Trek, Champions and many other games I like sell you a box of LEGOs and say, "Go to town my friend. Get crazy."
 
 
 
What is it?
 
It's awesome is what it is. It's what I wanted to make.
Why? Because LEGO m*^#erf*^$ers!
 
 
I've noticed that with Pathfinder and RIFTS, for example, GMs and players alike can't sneeze until they find the Sneezing Splatbook that tells you everything you need to know to get the most out of your sneeze. Screw that noise.
 
Don't get me started on Adventure Paths. I don't want a path. Paths don't lead to adventure. Paths lead to well travelled bed and breakfast lodges for a weekend getaway. Paths are the safe ways up the mountain. For far, in my experience, Adventure Paths are too heavy handed, too railroad-y, and not one, strangely enough, is tailor made to our groups' campaign. Not one. You'd think they didn't have us specifically in mind when they wrote it. The nerve!
 
What I want game companies to give me are sourcebooks that help me build my own settings, my own adventures, and my own creations. That, or they supply information I do need for the setting I am playing. A book of ships for Star Trek or Star Wars, character profile books for Marvel or DC, descriptions of the nations of Mythic Europe for Ars Magica, etc. True game support, if I may say so, supports the GMs, and the players, by allowing them to make more out of the games basic rules, setting, and premise.
 
A book on how to min-max the rules for the deadliest, deadly 'Deathdealer'? Five hundred more monsters when you haven't given me a Monster Creation system? A series of adventures that locks my group into a story we find boring a quarter of the way through?
 
No thanks. Just not my cup of joe.
 
Finally, note that Champions 4E, Star Trek by LUG, Star Trek by FASA, Star Wars by WEG, Ars Magica 3rd, Bushido, Mekton II, Faery's Tale Deluxe, InSpectres and many of the other games I play are not currently commercially supported. Doesn't effect me one bit.
 
The Dungeons & Dragons 5th Edition Monster Manual came out recently. Beautiful book with lots of monster entries. And no system for making your own. Tsk tsk.
 
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Barking Alien
 
Yesterday was the birthday of my hero, Jim Henson. Jim (Can I call you Jim?), would've been 78 years old. You are deeply missed.
 
Today commemorates the birthday of another departed favorite of mine, Christopher Reeve. Chris would've been 62.
 
In a different quantum reality, these guys are working on some crazy, awesome project together. I wish we could see it.
 
 
You will believe a monster can fly.
  




Sunday, February 9, 2014

Obscure Thinking

On February 6th, an old school fantasy gaming blog called 'Tomb of Tedankhamen' posted an interesting blog challenge for March, and a mildly infuriating lead in to it. Yeah, yeah, I know, I'm too dang sensitive. I apologize here for the mild nerd rage manifesting as barely veiled snark.

I'm doing my best here, OK?

Ahem...

The premise of this particular challenge is 'Obscure Game Blogging Challenge'. By 'Obscure Game' it would seem the author means 'Anything that isn't D&D'.

He begins by noting, "No doubt about it, D&D dominates the gaming scene old and new. That is not necessarily a bad thing, as D&D is a solid game (both in terms of system and genre) with an enormous fanbase. It serves as a ‘lingua franca’ for the gaming community, much as English serves as a global language for the world. As Nelson Mandela said, “If you talk to a man in a language he understands, that goes to his head. If you talk to him in his language, that goes to his heart.” Make no wonder then that D&D has captured the hearts of so many for so long."

I don't know how to break it to him, English is:

A) Not the language with the most speakers. That is Mandarin Chinese.
B) Not the language spoken in the largest number of countries. That is Spanish.
B) Not the accepted diplomatic language. That is French.

English does have the second largest number of speakers worldwide after Chinese but it, like the countries that speak it, has something of an inflated ego.

So IMO does D&D.

Granted it was the first and yes, it does have the lion's share of participants and fans, far in excess of any other table top RPG I think it is fair to say, but it does not speak to my heart. Far from it.

Since March is going to be dedicated to my Muppets RPG, I thought I'd do what I've been doing lately with these types of things and answer it all in one post.

I'm crazy like that.

 
  


1 What was the first roleplaying game other than D&D you played? Was it before or after you had played D&D?

It was either Gangbusters or Boot Hill. I am not certain I remember which I tried first.

2 In what system was the first character you played in an RPG other than D&D? How was playing it different from playing a D&D character?
 
One of the above two. I remember the character and world made more sense to me. It was easier to imagine. I had seen dozens of cop and gangster movies and television show and untold number of Westerns.
 
3 Which game had the least or most enjoyable character generation?
 
Early on I really liked character generation in Villains & Vigilantes and Gamma World until I discovered games like Star Trek (FASA), Star Wars (West End Games D6) and others where you could pick the stats and/or skills you wanted. Random generation is OK but I know what I want to play.
 
4 What other roleplaying author besides Gygax impressed you with their writing?
 
 
5 What other old school game should have become as big as D&D but didn’t? Why do you think so?

Traveller. Traveller should have been to Science Fiction what D&D is to fantasy and in a
fashion it is. Unfortunately, it failed to embrace the changing market properly and got bogged down
in its complexity instead of playing up its flexibility.
 
 
6 What non-D&D monster do you think is as iconic as D&D ones like hook horrors or flumphs, and why do you think so?

No idea how to answer this question. What makes a flumph or hook horror iconic? They are
iconic to D&D  players but trust me, non-gamers have never heard of them. It's not like a
dragon, a unicorn or Pegasus.

What about the Rancor or a Tribble? I bet more people know what a Tribble is than a hook horror.
 
7 What fantasy RPG other than D&D have you enjoyed most? Why?

Probably Ars Magica. I don't like the fantasy genre very much but Ars Magica feels like everything D&D is missing. The setting feels right, the magic is both wondrous and versatile and the monsters are based on real world mythologies. Also, the system, while not perfect, is very interesting and easy to get accustomed to. Character creation is waaay more fun and interesting than D&D for me.
 
8 What spy RPG have you enjoyed most? Give details.

Haven't played a lot of Spy RPGs but I really loved the James Bond 007 RPG from Victory Games. I wish I could tell you exactly why. It mostly boils down to them getting the feel of the movies and setting correct. Also, some great supplements.
 
9 What superhero RPG have you enjoyed most? Why?

I love Supers gaming and I have two main favorites, Champions 4th Edition and Mutants & Masterminds 3rd. I love them because they enable the players and myself to create exactly the character they want, allow for amazing diversity of character and scenario designs and are at the same time somewhat tactical, require the Player and PC to be smart, not just super.
 
10 What science fiction RPG have you enjoyed most? Give details.

Where do I begin. Science Fiction is my favorite genre and I have a lot of favorites. I think my #1 top pick would be Traveller for that hard science/space opera feel, Star Trek (Last Unicorn Games and FASA) for the space exploration meets cinematic feel and Star Wars (WEG D6) for just being fast paced, easy and flat out fun.
 
11 What post-apocalyptic RPG have you enjoyed most? Why?

Not hugely into Post-Apocalypse games but I have had fun with Gamma World, the Japanese TRPG Crash World, The Morrow Project, Apocalypse World and even After The Bomb.
 
12 What humorous RPG have you enjoyed most? Give details.

All of them. I mean, I love Toon, Teenagers From Outer Space, Hunter Planet, InSpectres, Men In Black, Tales from The Floating Vagabond, Red Dwarf and so many others. I love the ease of play, light on mechanics, heavy on theme. I love the generally upbeat nature of comedic games, even when they are dark comedies.

Did I mention I created a Muppets RPG? Because, yeah, Muppets RPG. Oh and Galaxy Quest. Yeah.
 
13 What horror RPG have you enjoyed most? Why?

Another genre I am not really big on but I would have to say either Call of Cthulhu, our homebrewed variant of Chill or our homebrewed variant of Stalking The Night Fantastic. Horror games require a big buy in and than being OK with dying easily. Most are not scary enough. They lose the horror part of Horror in favor of gore and shock. Not the same.
 
14 What historical or cultural RPG have you enjoyed most? Give details.

Not sure my favorite but I enjoyed Bushido and Land of the Rising Sun (despite them being a bit too crunchy), Flashing Blades (same) and of course Boot Hill. Well, OK, our heavily modified, kitbashed and homebrewed Boot Hill. It rocked though for sure.

The questions keep ending with 'Give details'. I wish I could. I haven't played some of these games in a long time. Others I play so often I wouldn't know where to begin. If I had expanded this to the entire month that's probably when I'd be able to really think about more extensive answers.
 
15 What pseudo or alternate history RPG have you enjoyed most? Why?

Hmmm, what games actually qualify in this category? Castle Falkenstein? Space: 1889? Godlike? Heck, even Ars Magica sort of fits in here. Indeed, I love all the games I've just mentioned. I hope I get to run some of them again soon.

I will say that with alternate history games, I don't always use the provided setting but rather my take on the setting. Since these are games because on divergent paths of actual people and events, I  often find history books a better source of ideas than the games themselves.
 
16 Which RPG besides D&D has the best magic system? Give details.

Ars Magica. No question. Magic that can be cast on the fly, or with rote or spell, magic item design and research, Wizard Duels and a host of other rules and ideas that make playing a mage feel like you are doing and being something special.

D&D and its cousins have, IMHO, the worst and least interesting magic system in the history of gaming.
 
17 Which RPG has the best high tech rules? Why?

Depends on what you mean. Hero System/Champions has the most flexible, balanced and yet easy to screw with systems ever. Mekton is fantastic for more than just Giant Robots. It's good for Starships, space stations and vehicles as well. Traveller's Fire, Fusion and Steel was also quite awesome and perhaps the best for individual devices and personal weaponry.
 
18 What is the crunchiest RPG you have played? Was it enjoyable?

I don't like crunchy RPGs overly much and yet, I love Champions. Many people view Champions as very complex and certainly crunchy, but because most of the crunch is behind the scenes and not as in your face during play (at least the way we play it), I think I can accept the level of crunch that runs through it.
 
19 What is the fluffiest RPG you have played? Was it enjoyable?

Most 'fluffy' games are pretty enjoyable to me, though I'm always searching for that sweet spot between rules-lite and crunchy that will give me exactly what I've been looking for in a game. I find it easier to add a little to a fluffy game than take away a lot from a complicated one.
 
20 Which setting have you enjoyed most? Why?

Star Trek is probably my favorite established setting to game in, especially when focused on the era of the original television series. Next would be DC Comics of the Golden Age to right around Crisis On Infinite Earths.

I don't usually like the settings of games.

That is to say, as awesome as the Traveller canon milieu is, MY Traveller canon milieu is much cooler. I have recently read a number of posts in a number of places touting how cool Mekton's setting was. First, Mekton had a setting?! Then I thought about it and realized, oh yeah, it did have a setting of sorts in that 'Algol' thing. Yeah. Never used that in any way.

The default settings of 90-95% of all RPGs that aren't based on some known IP are, well, I'll just say it, they suck. Never use them and if I do it's with major modifications.
 
21 What is the narrowest genre RPG you have ever played? How was it?

Not sure how to answer this one. I mean, is Teenagers from Outer Space a narrow genre game? It focuses on a specific style of Japanese Anime and Manga comedy but, there are hundreds of those and they're very different in the details. Is Star Wars or Star Trek considered narrow because each only focuses on a single IP? Marvel Heroic? DC Adventures?

I really can't, or don't, think of any of these as narrow.
 
22 What is the most gonzo kitchen sink RPG you ever played? How was it?

D&D. It stinks.

But, if we are talking about non-D&D games, I'd have to say RIFTS and Torg, both of which I can't stand.

First and foremost I think both have really weird rules that, for very different reasons, make each game cumbersome, unnecessarily crunchy and no fun for me.

Second (and a very close second mind you), with exception of Superhero games, I really don't like kitchen sink games or settings that try to be everything. I find that they lack a cohesive feel, an easy and accessible theme that can help me see their worlds. When I try to imagine the world of RIFTS, all I imagine is a chaotic mess with no rhyme, reason or purpose.

But wait Adam, didn't you read the 100 pages of source material scattered across a dozen splatbooks so that you know what's going on? Why no, I didn't. I have no interest in doing that. Bugger off you wankers.
 
23 What is the most broken game that you tried and were unable to play?

So many really and still we gave them a try. Except F.A.T.A.L. After casually looking through it I laughed and never touched it again.

The most broken huh? World of Synnibarr?
 
24 What is the most broken game that you tried and loved to play, warts and all?

Fantasy Games Unlimited's Space Opera. I have no clear idea in my head how we played that game but we played the heck of it at one time.
 
25 Which game has the sleekest, most modern engine?

Hard to say. Marvel Heroic, while not really sleek, has a modern and workable system that is a lot of fun to play. I think the One Roll Engine of Godlike and Wild Talents perhaps. Great games.
 
26 What IP (=Intellectual Property, be it book, movie or comic) that doesn’t have an RPG deserves it? Why?

Probably Star Trek. There have been some great Star Trek RPGs over the years but the fact that there hasn't been an official one in a while really surprises me.

Other than that, Galaxy Quest. Seriously. If any company reads this and wants to make a Galaxy Quest game, drop me an email. I have it all worked out. It functions beautifully.
 
27 What RPG based on an IP did you enjoy most? Give details.

Really? Star Trek first and foremost.

After than, believe or not, Star Wars. I am a much bigger Star Trek fan than I am a Star Wars fan but WEG's D6 Star Wars game is a work of art. Pure genius. Hits the Simplicity vs. Detail sweet spot like few others.

And my Muppets game of course. I'm just saying.
 
28 What free RPG did you enjoy most? Give details.

Risus? I think I'd have to say Risus.

I found it so inspiring that I made it the basis of my Muppets RPG before refining and distancing the rules further and further as I went along. Still and all, I think much of my current views on game design, why we make things the way we do and what the point of it all is, has been heavily influenced by Risus.

Standing ovation to S. John Ross. *Applause*
 
29 What OSR product have you enjoyed most? Explain how.

I don't know if there is an OSR product I've enjoyed most. I have enjoyed the ones I have enjoyed all equally. And that equal amount is roughly between 'somewhat' and 'more than a bit'.
 
30 Which non-D&D supplemental product should everyone know about? Give details.

If you play Last Unicorn Games' Star Trek RPG, I can not recommend Steven Long's Spacedock supplement enough. It is, as it is billed, an Advanced Design and Construction Manual for starships, space stations and other large, space capable things in that game and in the Star Trek universe. A labor of love and a work a brilliance. It is also absolutely free. You rock Steven!

Mythic Europe and The Medieval Handbook (various editions) from Ars Magica are supplements I go back to again and again. If you are playing D&D they are probably not needed. If you are setting your medieval fantasy in an actually medieval world, read these books.

Aaron Allston's Strikeforce for Champions is a must have for anyone running a Superheroes RPG. It's a sourcebook and supplement and much, much more. What it is in short is a 'How To' book on running a Superhero campaign by someone who not only wrote for the Champions RPG, but who ran a successful Champions campaign and put down the hows and whys of his success in a guide even a veteran GM would find fascinating and useful. Highly, highly recommended.

31 What out-of-print RPG would you most like to see back in publication? Why?

So many. So, so, so many.

Hunter Planet is often my number one choice for 'Games That Didn't Get A Fair Shake'. I would love to not only see it back in print but I would love to do a new edition, with the creator's input and advice, that expanded and updated the theme a bit. Loved the idea for this game.

Let's see, what 'obscure' RPGs did I cover here? Hmmm...Star Trek, Star Wars, Traveller, Champions, Ars Magica,  Gamma World, Villains & Vigilantes, Mutants & Masterinds, DC Adventures, Mekton, Teenagers From Outer Space and Toon among others.

Yeah. Obscure games.

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