Posts Tagged ‘tabletop’

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Gaming Thursday: RPG Page Up!

April 4, 2019

I played my first RPG when I was 11 years old.*  It was the Top Secret RPG, and I was instantly hooked. Since then there’s nary been a time when I haven’t been playing one RPG or another, and I’ve equally come to love various tactical tabletop games.

It’s likely no surprise then that over the years I’ve written and created a myriad of rules supplements, fiction, campaign ideas, accessories, and so much more for all the various games I play.  After much delay, I have finally begun to re-create a page that collects all that material to share it all.  You can find it at the top of the sidebar to the right, titled Kannik’s RPG Page.

Thus far I have linked my recent Star Trek Adventures and Mouse Guard materials, a gaggle of guns and equipment for Car Wars, and two big books I’d put out for the Renegade Legion line of games, the first being the (what was to have been the official) second edition rules for Interceptor, and the second being a collection of all the material I had created and placed on my old Renegade Legion website (which, delightfully, has been saved for posterity by archive.org).

I’ve still got plenty more!  I’ll keep adding to it in the coming months and leave a note when I do.

Happy gaming!

 

* Actual rules-based RPG that is – my friends and I had been doing essentially freeform RPG-esque storytelling for several years prior.

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Stompy Day: More Heavy Gear Action

March 31, 2019

Hosted another Heavy Gear game today.  This time we tromped around on a large-scale printed satellite photo, and it worked out quite well.  Lots of indirect fire causing maximum havoc!

I’ll try to have more of the minis complete for the next stompy day…

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Gaming Thursday

January 31, 2019

This is the kind of shenanigans we players get up to during our games… especially when the DM brings 3D printed magnet-edged tiles:

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Gaming Thursday

December 20, 2018

D&D humour!  (and a great pun to boot!)

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Gaming Thursday

December 6, 2018

In honour of both Ralph Breaks the Internet as well as our own just-started D&D campaign…

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Stompy Day: Heavy Gear Action

November 11, 2018

Finally got in some Heavy Gear gaming, learning the rules and the ropes, as it were…

Also got a chance to try out a nice laser line generator, which was a glorious gift for figuring out line of sight (where has this thing been all my life?).

It was a fun afternoon of stompy action!  We just did a simple scenario with the base subset of the rules and typical front-line units to familiarize ourselves.  We’ll keep adding to the mix* in our next games.  Also will continue to try out using satellite photos as the playing field, and maybe even some 3D printed terrain.  More fun times ahead, I’m looking forward to it.

* Though, as you can see, I’m already way behind in putting together enough minis…

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Gaming Thursday: Conveying the Rules

November 8, 2018

Over the past 6 years or so, I’ve had fun trying out many new game systems.  From role playing to pure tactical, from the crunchy to the more narrative, they’ve run the gamut.  Through this all I’ve been reminded of two very big things:

  • Crafting a smooth, engaging, fun, and enabling game system is an art.
  • Conveying those rules with clarity and structure is an entirely separate art.

Neither of these are revelatory, of course.  But while most of these new systems I’ve come to enjoy and find quite well done, almost all of them suffer greatly in the second department.  Often, horribly so.

It’s a strange phenomenon to me, this consistency to which rulesets these days (in my experience, at any rate) are both poorly explained, with awkward, ambiguous, and poorly worded statements, and poorly laid out, with the most egregious (and, again, common) being interlocking rules elements that are strangely separated in the book by whole chapters and further compounded by meagre, or worse, no index so you can’t readily find things mid-game.  It is one reason I’ve been making so many cheat sheets – designing them allows me to see and learn how the game rules actually fit together*, with the in-play for quick reference being almost a bonus feature.

This may be starting to sound a bit like a rant, and truly I don’t mean it to be.  Instead, these two things have been great reminders for me of the importance of finding and trusting good editors and, even more importantly, being aware of what we’re good at, and what we’re not.  We may be brilliant at designing rules, but we may stink at writing them down (or vice versa).  Hiring people to aid us in those roles where we are weak can be the best thing for us and the game.

It is also a reminder that when I do find a game that excellently handles both bits, celebrate both the rules but even more so the authors/team who wrote them and laid out the book with such elegance.  For it is most certainly not a given.

 

* To which really allows one to see just how strange the organization can be by noting how many times, forty or sixty pages later in the book, you need to go back and add something to a part of the cheat sheet you thought you were done with.