The Thursday Thing might be a new feature depending on how people feel about it. The goal of The Thing is to highlight contests and other interesting things on RPG Geek.
Obviously, the banners and The Thursday Thing are still evolving, but I think the banners are getting better every week as we replace my "art" with Patrick's.
Suggestions are still welcome.
by Hida Mann
So, this week, I picked up Dune: Adventures in the Imperium.
I'm a big Dune fan and already have a group of interested players. I really just needed to get my hands on the rules and figure out how to marry them with the campaign I already have in mind, which looks like this:
The players are a criminal group on Caladan, running minor scams, small time smuggling, a couple of heists - nothing big enough to have anyone bandy about the term 'organised crime'. They run a bar, they do some dodgy deals, but no-one except the corporations gets hurt.
But when House Atreides falls and the Harkonnen move in to take over Caladan, not only is their livelihood in danger, but they find the community turning to them for help. Can the players overcome their baser natures, or embrace them in a way that means they might turn a profit at the Harkonnen's expense? When someone much bigger and meaner takes control, can these low-level bad guys become something more - perhaps even heroes?
So, there I am, ready to start writing, when I discover that this is absolutely not a system designed to support this adventure (insert asterisk here to prevent immediate rage from anyone who thinks I'm not coming to modifying things and making it work). Part of character creation is the PCs creating their own house and part of the game is overseeing the high-level politics of that house. That's an awesome conceit and fits the universe well, but also, what happens to my small-time tale of people on the fringe of the Duniverse?
Obviously, I can hack it and make it fit - and I'm going to have a great time doing so. But what's interesting about the situation is that initial gut-punch moment when you have a grand idea for a game, then discover an obstacle. In this case, it's the system, in others, it could be a PC that doesn't fit well, or a player who can't commit, or writer's block, or making the decision to break with 'canon' - there's a million ways to die in the proverbial west.
I think it's really important to recognise that your vision for a game should be both flexible and paramount; The Rules should never stop you from exploring and expressing an idea that you want in your game - that's the soul of the 'Golden Rule' so oft-quoted in core books of all systems. But in the end, we make entertainments for our friends in these game worlds and systems and that always requires a certain amount of negotiation and compromise to make things fit. Maybe the real vision isn't about the plot at all, but that mental picture of your friends, seated around the table, telling a cool story with you - make that happen one way or another and you're winning.
Well, the post is new, but not the topic; Lowell Kempf take a look at Grimtooth's Traps.
Duty's Fist takes a look at 13th Age with The saddest review I've ever written.
It's been a year since the last time we had a session report on Star Trek Adventures but this one was worth the wait: Star Trek Adventures - Season 1, Episode 1: "Calm Seas" (Pt. 1/3)
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QOTD AUG 22: What should (or shouldn't) be included in the PDF preview for an RPG rulebook?
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