Well, after touching base with the GM of the game in the Big City, things have kind of died off. Or rather, I haven't heard anything for the better part of a week. I'm not exactly sure what to make of that, but at the moment I am figuring that the game is still in the clone vat, and not ready for play just yet. Either that or they just decided that they didn't want me in the game.
So, tonight I was talking with a friend of mine from my old campaign in my previous home town, and he told me that the EOW group was experimenting with iTabletop, which is a virtual, well, tabletop for doing RPG's together online. I'm intrigued. I'm still enough of an old-school guy to like the idea of sitting around eating nachos while people game together, but if I can't get more than two to the table, then I may have to go this route. At a minimum, I'll probably try out the EOW group's campaign once to see how it flies.
I'm also re-thinking the choice of RPG genre for whatever my new game might be. Superheroes are fun, but they tend to be very combat-oriented, and I'm thinking that a more role-playing oriented game might hold my interest longer. With a lot of fantasy under my belt, I am thinking science fiction.
But what game to run? Traveller is an obvious, very popular choice. There's two retro-clones out there, X-Plorers and Stars Without Number, both of which have free download options for players, which is attractive. X-Plorers is really stripped down at 39 pages. I also have a curiosity about Stellar Wind, available as a pdf for $9.95, clocks in at 250+ pages, and touts itself as a game for math nerds.
What I am wondering though, is, do you go rules-light in science fiction, especially when it comes to forgoing skills? I get doing it in fantasy, where the questions tend to be things like "can I ride this horse or not?" "Can I climb this wall or not?" But a lot of science fiction tends to track around the drama of being able to manage technology, which seems like a skill roll to me.
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