Remedy this situation, restore spice production, or you will live out your life in a pain amplifier.
Spacing Guild Representative to Emperor Shaddam IV
Conflict in RPGs is king, and identifying conflict is the keystone to successful implementation. Without conflict there is no challenge and no drama.
So of course there’s conflict in a roleplaying game. All of our game subsystems are geared to managing, measuring and resolving conflicts of one kind or another. This can be detailed or simplistic depending on tastes, system familiarity and priorities, but I think it’s fair to say that combat gets a disproportionate amount of attention in most games.
The critters rules is where BHAW starts to get a little weird. Not new paradigm weird or anything, but I would consider the critters rules among the signature mechanics of BHAW in that with just a Critter Rating, a few Stress Points and variety of Toppings BHAW allows the GM to create a crazy variety of encounters on the fly.
Critters is the generic term of anything in the Atomic Wasteland that might want to stab, shoot or eat you. Outlaw gangers are critters, feral robots are critters, even rival Bounty Hunters might be critters. And of course critters are critters. The fella’s in picture below? You bet they’re critters!
Feeling good about my progress with War Stories at the moment. I was getting tied up with layout and flavour when I didn’t actually have the core mechanics nailed down. I set to writing up a skeletal rules document this weekend. Having it bare bones helped me to see a few things that were obscured before. I’m now confident of where I’m headed and how to get there.
I’ve been working on the map examples for Intrepid. I think they have turned out OK so far and since I’m not exactly an expert artist I thought I’d share my process. Very much a “non-expert’s guide for non-experts”.
The Pillars of Earth
Holy Indie RPG face stabbing goodness batman! What a couple of weeks it’s been at PCD central. So after playing the cat and mouse game of guess when I’m in, guess when I’m going to deliver your product with the delivery company it’s finally here. That’s right the fully finished ready to be cracked open and played to death copies of Marquis are here!! And oh! my doesn’t it look a thing of beauty? So I want to first say congratulations to Rich for all the hard work you’ve put in over the years. You should be really proud of the finished game, it is for winners! It’s a shame we can’t go out a grab a few beers to celebrate but I guess it will have to wait until Indiecon. Missing you brother! Marquis is a massive step for PCD as it marks our second finished game…
This thread on RPGGeek got me thinking: why don’t some people want to GM? To help me get to grips with this problem- and it clearly is a problem, as there are folks out there (I don’t think Pete’s the only one) resorting to running games they want to play because no-one else will- I’d like to pose the following questions to the Collective:
- What made you start GMing?
- What do you think stops a lot of folks from GMing?
- Do you think GMing a game helps one to get more of a handle on that game?
- Do you think GMing experience is a pre-requisite for becoming a game designer?