Category Archives: Roleplaying Games

BubbleGumshoe

[This was originally posted on Gametime, please post any comments there.] I was very excited when BubbleGumshoe was announced because it seemed like the first iteration of the game engine that would be about detection first and foremost. What was … Continue reading

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Niche Protection

I have recently backed Hamish Cameron’s new *World game, The Sprawl. It’s a game that will fill an infrequently-used niche in my gaming regime: Cyberpunk. Combined with the other games in the *World suite, The Sprawl is getting me closer to … Continue reading

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Play Like A Protagonist

This was originally posted over at the Nightflyer, the Oxford RPG Society blog. Like most people engaged in our hobby, I move from playing games to running games and back again, a distinction increasingly blurred by the so-called “Indie” games that … Continue reading

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Getting Specific About Scenario Design

If you want to understand the process of creation, you can do worse than to think about Harold Bloom’s famous book The Anxiety of Influence. The central thesis of the text is that strong imaginative forces deliberately distort and misread their … Continue reading

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TimeWatch Preview

In my review of Looper, I opined that the core problem with Time Travel narratives was “that there is a kind of fundamental loss of human agency inherent in the premise unless you allow paradoxes”. The ability for events to … Continue reading

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Indiana Jones and the Story-facing Character

In “Player-Facing Scenarios”, I discussed one approach to thinking about the interaction of story and character. I described an ideal, where it is not possible to disentangle the two in a meaningful way, and offered a few ways of thinking … Continue reading

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Player Facing Scenarios

This was originally published on Gametime: an outpost for NZ RPG thought. When the Forge spawned the “Indie Game Revolution”, I was very sceptical. I took my line pretty far – I called out steve_hix over his award of “Best GM” at … Continue reading

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