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Let’s say we’re playing a wuxia RPG, so there’s high drama, flying swordsmanship, and so on.
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On note of good mechanics, this time in a game that looks pretty great overall, I’ve only recently gotten a chance to read Josh McCrowell’s Lore, a Hobbit fan game/retroclone.
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A little bit ago I picked up Ganesh Game’s Four Against Darkness, a solo dungeoncrawl RPG where you control a band of adventurers.
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Among the “run games for friend on short notice” experience was my excitement to run Riddle of Steel.
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It’s been about 8-9 years since I last saw my best friend in person, so we’re definitely taking this visit to geek out and game.
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I like how he points out how some of the ideas for faction aid in Dolmenwood are a little too straightforward and locking things off too quickly with black and white choices.
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Quinn Murphy will be tabling at the OGC in New Hampshire this weekend.
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https://anxiousmimicrpgs.itch.io/most-bloody-devotion I picked up A Most Bloody Devotion by Isabelle Ruebsaat (creator of Girl Frame).
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I’ve been thinking a bit about games that end up as campaigns, and it’s occurred to me that maybe the biggest trick is offering a low cost of entry, both in terms of system mastery AND emotional investment.
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I backed the Kickstarter for Hedge a year ago and the book came in just a few days ago.
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When I analyze an RPG, I tend to look at it through a few different lens; How does this look like it will play or run?