This is almost a conspiracy theory, but... there is just something that makes me suspicious about the way the Warhammer 40,000 line of games all feel like they are almost great games that just fall short in a few critical ways. Especially since they were published by Games Workshop, who are if nothing else scary-good at making money.
Two of my Hunter: the Reckoning players ended up wrestling with a burning zombie until it finally expired, walking away with severe burns. I'm not sure if it quite fits the intended feel of realistic heroics, but I'm at least satisfied that they'll remember this campaign.
You know, I have complained repeatedly against tastelessly applied edgelording in games. But I'm sort of bemused at the F&F writers' apparent conviction that roleplaying should only ever be a safely bland exercise in wholesome monster-slaying and anyone who puts anything other than that in their game is a SICK PERVERT.
The wonderful thing about WFRP? In normal high fantasy games, when the players exploit every opportunity, take every cheap shot, and just generally act like horrible little power-hungry munchkins, it's annoying.
In WFRP, that's precisely what they should be doing. The Warhammer World hates you and wants you to suffer. Your job is to outsmart it!
I just managed to improvise a game of Blue Rose in under five minutes from some very vague initial ideas. I feel weirdly good about that. Especially considering that my usual idea of preparation is six months of in-depth research, meditating on flavour and statting out endless characters...
Annoying habits in rules writing # 41: thinking that a single adjective fully explains a relative level of difficulty. No, really, tell me how I'm supposed to know how common something that's "Scarce" is, either on its own or in comparison to something that is "Rare"! Is a certain task "Tough" or "Difficult"? Who knows! :p
It occurs to me that Warhammer Fantasy might appeal to me much better than Warhammer 40,000 because the former is all about keeping it simple and trying to secure some creature comforts, while the latter is all about how totall rad it is that everything is cluttered up and uncomfortable...
Idea for a game: anti-willworking. An elite breed of spellcasters have elaborate philosophies of how the world works on a deep, metaphysical level... and the world, because it hates to be pigeonholed, goes out of its way to prove them wrong at every turn.
I swear Werewolf: the Apocalypse has an unhealthy grip on me. I read the sourcebooks, I get furious at the sheer misanthropic idiocy of it all, I throw them down... and then I pick them back up so I can read on and get more furious. I think I need help... :/
I have been reading Malory's 'Le Morte D'Arthur' and thinking about 'Arthurian' style D&D. I think a lot of things about this. It goes aro...
"if we could [see things from the perspective of Malory's female characters], men would appear as strange spirits too. Violent, dangerous, clad in iron, appearing out of the mists, dealing out death and strange troubles, focuses of obsession and desire for power, greatly wanted, greatly feared."
Reading through the Hunter: the Reckoning rules again reminds me of two things: one, I really love the oWoD style and ambience. Two, I have really gotten completely spoiled by rule systems that actually... y'know... work.
Last night's Wraith: the Oblivion session ended with one player stuck in the Tempest and one player, on the advice of her Shadow, betraying another player to be captured by the Hierarchy. I feel that we're finally starting to play the game properly!