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One of the interesting things about tabletop roleplaying is the ability to set up tensions between the game’s concepts and practical play considerations. Many tabletop gamers have a Manichean streak where something has to either cleave to the Big Idea or the Big Idea has to utterly suborn itself to practical issues. To my way [...] Haiti’s in trouble, but I’m not going to concentrate on it this month. Haiti had enormous problems before the earthquake; those won’t go away after an initial flurry of publicity. I certainly don’t want to cast aspersions on people who are acting now but I’m going to do something a bit different and hold off [...] CES happened this week, and tech companies rolled out a bunch of new gear that has major implications for electronic tools in tabletop RPGs, a topic I’ve blogged about here and here. As I cover the tech beat for one of my freelancing clients none of this was too surprising, though I didn’t think there’d be [...] Art isn’t always for challenging the audience, but a creative community needs that if it’s going to thrive. RPGs aren’t doing that. By “challenges,” I don’t mean Maybe old D&D rules kicked ass! or I bet we can do this without a GM! because these things don’t have wider social relevance. This also applies to [...] Participant fudging and fiat are excellent techniques for all RPGs (and other games, but they’re really great in RPGs). People say a lot of silly things about it for three reasons: Peer pressure. The history of RPGs is the history of things you can’t do, and various strategies to veil, deny or accommodate that fact. You are floating among blue clouds. The Archon Bureau of Records sigil appears. That a person exerts his will over another is instinct, but how he structures the act is technology, and his justifications? Magic. Therein lie the roots of the Hegemony: a network of Awakened who uphold modernist values – including those the great Masses, its protectorate, rarely speak of but firmly believe. The Hegemony is the [...] Transhuman Adepts |
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