I think that Tumblr is the Wild West of the blogosphere, but there's a couple of tumblr blogs I really like, one of which is Superheroes In Full Color. It's a blog that focuses on superheroes and comic book creators of various ethnicity. There's been a lot of movement in Marvel to increase diversity among their roster of superheroes, both in terms of race, gender, and culture, and I think it's a good thing even if it is at the expense of some long-established characters (and honestly, it really isn't at their expense, since the original Captain America, Thor, and Captain Marvel are still in circulation).
A long time ago I read an article (perhaps in Dragon Magazine in their old Ares section, I'm not sure) about diversifying your superhero campaign. It mentioned, among other things, that if you had about a 1:1,000,000 of superbeings to normal people, there would be over a hundred superheroes or supervillains from Mexico. (I have read, believe it or not, the …
I want my Star Trek to be about solving problems not by jumping around a lot but by being an intelligent, principled human being, I want my Star Wars not to be about emo superheroes but about underdogs becoming swashbuckling heroes. And for God's sake I want my superheroes not to be a bunch of post-modern crypto-fascist BS but contemporary myths about heroism.
I decided to take a break from running RPG's through October, not the least of which because my schedule is jam-packed with work that precluded me from running anything if I wanted to.
During this break I've been thinking a lot of running a superhero RPG again. There are many reasons for this, like the Flash TV series cropping up on Netflix so I can watch it with my kids (we are a Netflix-only household). DC and Marvel both had universe-shaking summer events, although for the life of my I can not figure out what changed at DC, and can only begin to see the changes at Marvel, which appears to be mostly incorporating Ultimate characters into their main universe. But in the mix was several really good stories.
I also picked up the rarely-mentioned Silver Age Sentinels, the Tri-stat version not the OGL version.
SAS has a lot of Champions in it, including a two-page spread outlining the "if you're looking for this Champions power or ability, it is this in SAS." L…
So, I've been gradually getting around to writing about my three-day gaming weekend, with particular interest in what went wrong and right with each session. And now the final entry.
Genre: Traveller, or more correctly "Traveller" since their game universe has gotten pretty far afield
What went right: a tense, exciting plot
What needs work: There might be too many vorpal swords lying around
This was the "campaign" session, the latest installment in a Traveller game that has gone on for years, but only four sessions a year. It's important to know the campaign revolves between three GM's, each taking a single session then passing it on. Over the years the campaign has expanded from a merchant free trader to a fleet of ships belonging to a corporation headed up by the PC's. In the previous session, the GM of the day decided to take the campaign in a new direction and pare down the scale by having a single ship of the fleet try out an e…
Author's Note: Part One can be found here.
Setting: Star Trek, Deep Space Nine era
What Went Right: Some great roleplaying by the GM (if I do say so myself)
What Needs Work: Overestimating player knowledge
So this was my session, and happened on Saturday, which is always the best attended session for the weekend (in this case, nine players). I had been hankering for running science fiction and Star Trek in general, so I figured the best way to ensure that everyone was relevant was to have the party split into two crews: Federation and Klingon. With the help of some friends, we put together a DS9-era story rich with the classic elements of DS9: religious and cultural conflict, murky morality, and some Dominion ass-kicking. I was pretty pleased with the scenario, but I also knew that the group was composed of a lot of die-hard Trekkies, so I crammed the last couple of months for this session watching old episodes, reading articles from online DS9 wikias, and talking t…
Most of my posts are gaming recaps, and overwhelmingly they get little to no feedback or comments. This leads me to suspect that most readers are not that interested in reading about how someone else's game went. That's cool.
But last weekend was the three-day End of the World mini-convention, and one of the few times I get to be a player, not to mention GM a genre I'm not running now, so I thought it might be interesting to look at less of what we did as a gaming session, and more of what worked and didn't work from a GMing perspective. I'll do this in three parts, just to make it easier to read and digest.
For those who don't know, at each session we use a home-grown generic ruleset based loosely on the old FASA Star Trek system, altered to suit each session's genre.
Setting: Morrow Project (80's Post-Apocalyptic)
What Went Right: GMing on the fly
What Could Use Work: Fantasy vs. Physics
So the basic concept is that, in this go-round of…