My MEPACon Fall ’09 events: Star Wars, Day After Ragnorak, Risk 2210

As I mentioned earlier, my gaming group’s planning on attending MEPACon Fall 2009 in force and true to my word I’ve volunteered to run three events at the con: The Antares Run (Star Wars: Saga Edition), The Ruins of New York (Savage Worlds/The Day After Ragnorak), and Risk 2210. The convention is being held Nov. … Read more

Role-playing Mechanics: The Third Way

Recently Chris Youngs at Wizards of the Coast wrote an editorial pointing out that people can role-play in D&D 4th Edition just fine without any rules actually governing said role-playing:

Fourth edition doesn’t include some of the mundane mechanical elements of character building that 3rd Edition did. For example, certain skills (I’m looking at you Craft and Profession) enabled a player to feel like his character had some sort of grounding in the “real world” of the campaign. Odds were good that you never made a Craft or Profession check in your game, but having ranks in that skill made you feel connected to your character’s background. In 4th Edition, those skills are gone. Why? Because we feel like a character’s statistics don’t represent the absolute truth of a character’s story. That’s right — one of the reasons those skills (and other such elements from other editions) are gone is that we felt they hindered roleplaying.

This elicited some “Hear! Hear!”-style posts from gaming blogs:

Can you survive The Day After Ragnarok?

In the waning days of World War II, the Nazis awoke the world-strangling Midgard serpent, nearly triggering the Norse end of days known as Ragnarok. Their plan was foiled by the Americans, who flew an atomic- bomb-laden aircraft into the Serpent’s miles-wide eye, slaying it in blinding flash of nuclear fire.

Nuke(m)Con 2008: The Wild, Weird West

The cast of the movie Serenity stands in a desert, ready for battle.

Like a twister carving its way through a Midwestern cornfield, Nuke(m)Con has come and gone. My gaming group held its annual (well, almost annual) home-grown convention over the weekend. In a break from previous years, which typically saw a mix of Dungeons & Dragons and board games, this year’s Nuke(m)Con had a western theme. We … Read more

Game Day: Shoot’em, Nuke’em

Cowboys on horseback.

Nuke(m)Con is coming back with guns blazing. After a one-year hiatus, my gaming group’s homegrown convention returns September 19-21 with a slate of western-themed role-playing games. We’ll be playing Serenity, Dogs in the Vineyard, Aces & Eights and Deadlands: Reloaded. We’re also running two high level Dungeons & Dragons 3.5 adventures on Friday and Saturday. During … Read more

The Art of the Lunchtime Gaming

One of the things I’ve always envied about the folks working at Wizards of the Coast is their ability to have a lunch-time game. In thinking about it, the single biggest challenge in running a lunch game is not time, but players. If you can find enough co-workers to get a game together, then time management, rather than time, becomes the challenge.

So the question becomes … how do you run a game in only an hour?

Read more

Savage Worlds: 1st Game Session Report

Our first full-blown session of Savage Worlds took place last night as our Weird Pulp campaign got underway. The game began with the characters gathering at the Gotham Museum of Art and Antiquity as part of the National Exploration Society to learn of a planned expedition to British Honduras. As we were being briefed, German … Read more

Game Day: Mashing the Weird Pulp

Our long-discussed, long-delayed Weird Pulp campaign should invade our gaming table sometime this month or next. The game will feature myself and occasional Nuketown commenter Erilar team-GMing a 5-6 episode campaign set in the mid-1930s. The Nazi threat is only just beginning to rear its head, and full-out war still hasn’t broken out in Europe. … Read more