In which Vanir revisits his roleplaying roots, loses them, and finds them again. Also, he dresses a Mogwai up like Mr. Rogers for the first time in 30 years.
Archives for January 2013
In which Chatty returns to his love/hate relationship with convention games and tells you what can make them so cool.
In which Chatty announces a Google+ Hangout with Ryan Macklin to discuss how they both dealt with some darker experiences in their lives and the ways they found to better deal with their respective inner demons.
As you might know, Phil and I have been D&D fans for decades. Here on Critical Hits, we’ve spent a lot of time writing about, musing about, and generally playing with D&D and games like it.
PDF editions for D&D products have begun to reappear on both DriveThruRPG and the new completely branded site D&D Classics.
Fünhaver Games’s Last Stand is an RPG that seemingly draws from an eclectic range of sources such as Earth Defense Force, Starship Troopers and Kaiju movies to make hectic and fun game with a unique dice mechanic.
Cosmic Patrol is a retro-futuristic roleplaying game published by Catalyst Game Labs that focuses on storytelling and building a narrative from various cues provided by each player/character around the table and an overall adventure structure chosen by the players. I’ve had the main rulebook for a long time, but finally had a chance to sit down with some friends and play a session in late 2012. The game has a very evocative setting introduced throughout the rulebook and with short stories that highlights a very pulp, “golden age” style of science fiction space exploration featuring rockets, laser pistols, and asteroids infested with lizard men.
One of the best things about tabletop roleplaying games is that, in many cases, we find ourselves week after week weaving together a long story. In turn, one of the best things about a long story is that the tale can take its time and simmer, locking in all the delicious flavors. And, like a stew, most stories have villains and/or carrots. Savory fall-off-the bone simile aside, a carrot in it for the long haul usually has an amazing tale to tell. Unless you’re one of those weird people that doesn’t like villain stew, in which case, I’m not sure why you’re even here.
In which Chatty DM presents a whole list of things that can make Convention games be less than ideal experiences.
I’ve been thinking a lot lately about the things you miss when you run a roleplaying game instead of playing a character in it, and I’ve remembered something that I don’t think I’ve been giving enough of to my players: namely, the thrill of extracting a character you love from a dangerous situation. It’s the gift that keeps on threatening to kill you.