It has been a few weeks since my last Architect DM post, but I’ve been brainstorming a handful of different posts and this one came to the forefront as something I want to discuss. My last post introduced some of my general thoughts about worldbuilding for modern and futuristic games, which is a genre that I plan on talking about more in the future. However, this week I’d like to discuss something I learned in architecture school that can be applied to your games and make your life as a DM/GM easier.
I’ve talked quite a lot about worldbuilding and running roleplaying games in fantasy settings, but I’ve been planning on addressing modern and futuristic RPGs for a long time as well. One of the big hurdles that I have to overcome when thinking and writing about modern/future settings is that they seem inherently more difficult to deal with than their fantasy counterparts. For a modern or even a historic RPG I believe the difficulties come from the game being based in a real world that brings with it a vast amount of expectations from the players. If you’re running a game in these settings and a player at your table knows more about history than you, it can become very intimidating to even try to plan or run the game. Science fiction and futuristic games are a little bit better, but you’re still dealing with a lot of heavy science and realistic elements that can lead to issues where they might not have arisen in your typical elves and magic infused setting.
Nightfall is a new deck-building card game from Alderac Entertainment Group that is set in a dark world of vampires and werewolves. The game supports between 2 and 5 players and takes roughly 45 minutes to an hour to play. The basic set for the game comes with over 300 cards that include minions you can recruit into your deck, actions that you can play during your turn and other player’s turn, several types of wound cards representing different types of damage taken (bite, burn, and bleed), and draft cards that are used during the game’s set up.
I’m always on the lookout for solid modern adventures. But many of them fall into the more cinematic style where everyone is an action hero, spy, or both, thus making the subset of adventures I’m looking for even smaller. That’s why I was happy to be provided with a review copy of Our Ladies of Sorrow, a new adventure collection for Call of Cthulhu RPG by Miskatonic River Press.