This post chronicles the second half of our Freemarket game. You can follow my post on character creation here and my recounting of the first half here. Let’s conclude our David vs Goliath story of stolen sex toys designs, covetous enlightened blanks and subtle revenge. Quick dramatis personae reminder: Jack Knife (Yan): Jack of many […]
Chatty Play’s: Freemarket Part 2, The Steam Stallion
In which Chatty shamefully tells the tale of how his players used a brand new, state-of-the-Art Role Playing Game and tested it’s revolutionary task resolution mechanic… to make a wall and a sex toy. True Story, but hell did everyone have fun.
Tales of the Apocalypse, Part 4: Bloody Sunrise
At this point, the players really got into what Vincent Baker told me Apocalypse World was all about: Loyalties in the face of crises. With the column of Hummers and APCs heading for Shanty Town, Thunder ordered his whole gang around to go defend the home base. Raven, sitting behind Thunder on his Hog, didn’t see it in the same light and we were subjected to a spat about the importance of protecting the many against going to help the truly meaningful.
Tales of the Apocalypse, Part 3: Prepping the Game
While Apocalypse World is a low prep RPG, it is by no means a no prep one. The game/author reminds us in no light terms to refrain from plotting out a story. Instead, the book provides a series of structured tools to build what’s called Fronts, templates of linked threats that loom around the PCs, trying to forward specific dark agendas the PCs may decide (or have no choice) to go against.
Tales of the Apocalypse: Part 1, Character Creation
A few weeks ago, I reviewed Vincent Baker’s Apocalypse World Role Playing Game and found it very well written and intriguing and enough to give it a few session’s worth of tries. I brought the whole crew back together and we sat down to create characters.
Mouse Guard Chronicles, Session 2, Players’ Turn: The Spurce Connection
The successful but banged-up patrol hobbled back to Lockhaven to recuperate from their injuries under the ministrations of the Guard’s healers. On their way, they stumbled upon 2 surviving Scent thugs caught in the Flashflood and Jasper ran to their help, rescuing the Garrow the Merchant and the huge Thug otherwise known as The Big Cheese.
Mouse Guard Chronicles, Session 2, GM’s Turn: Scented Storms
The Patrol left port Sumac with a shipping of Scent chemical with the firm intention of locating the breach in the northern border and sealing it up before more predators entered the territory. Before they could find it, they were waylaid by a group of thuggish mice who wanted to get their paws on their shipment of powder and learn the whereabout of other Scent-laying patrols.
Mouse Guard Chronicles, Session 1, Part 4: The Players’ Turn
In which Chatty concludes his telling of his 1st Summer 2010 Mouse Guard session. In this post, the players experiment with the very Indie concepts of Shared Narrative and setting their own scenes.
Mouse Guard Chronicles, Session 1, Part 3: The Unarmed Hero
In which Chatty continues his multi-part series detailing his 1st Summer 2010 Mouse Guard session where he tackles a combat conflict and describes the rest of the GM-controlled narrative before turning it over to the players in the next post.
Mouse Guard Chronicles, Session 1, Part 2: The Lost Patrol
After we ordered and ate our evening meal I asked if they wanted to play a Mouse Guard session now that the PCs were made and that we’d had some time to take a break from char gen and do something else. All players were willing to start playing…
…So I actually had to prep an adventure, like right now!
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