Ask The Readers
Ask The Readers: What is your favorite “noir” RPG?
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Last weekend I have played L.A. Noire the latest video game created by Rockstar Games and Team Bondi. The game tells the story of LAPD detective and WW2 hero Cole Phelps. It’s set into the late 1940s and shares a lot of tropes with movies from the “film noir” genre.
And as it is often the case playing the video game made me think about the “noir” genre in RPGs. Of course there’s “Thrilling Noir Stories”, the rules-light game I wrote last year. But there are surely more games along those lines.
What would you consider a “noir” game and what are your favorite games of this genre? I also faintly remember that there is a game that combines the tropes of classic noir stories with urban fantasy, but alas I have forgotten the name. Could you guys help me out?
As with all the “Ask The Readers” posts I am very interested in your opinions. Please post your thoughts in the comments below. Please share your favorite “noir” games with us!
How we buy games… A retrospective!
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This week I purchased some digital RPG supplements in PDF, pre-ordered a book, and I got home today (Saturday) from the Puerto Rico Comic Con (shameless plug) to find a box from Amazon with the copy of Traveller by Mongoose Publishing. As I sat down with the book to reminisce about that system in particular (and that’s a whole other post, and hopefully the last parenthetical interruption) I found myself travelling down memory lane to how we buy our gaming books and how times have changed.
When I first got into gaming the first place I remember seeing RPG related books and boxed sets was a small quirky book store in Old San Juan, The Book Store. The owner sat behind the cashier and knew almost all his clients, they had a small sci-fi section in the back and under the shelves holding these books were some baskets holding the aforementioned books and boxed sets along with several assorted war games.
When my mom brought me the red box Basic Set I got it at this place. I remember it being dimly lit and musty smelling, which added to the mystique of getting the game. Later I learned that a local hobby shop which mostly carried models had a shelf with RPG modules and books piles together haphazardly in the back. Likewise the local K-Bee Toy Store had a bunch of books there hidden among the board games. I was soon rifling through these stacks to get my grubby little hands on them. And then I discovered the gaming sections in B. Dalton Booksellers and Bell, Book and Candle (a local book store) with their organized well stocked gaming sections. I was in nerdvana!
Being a better Game Master: Credit where credit is due!
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Being a Dungeon Master, Game Master, Storyteller, Referee, call it what you may, is not an easy task. It requires a lot in terms of creativity, passion, preparation, but it’s not the thankless job they make it out to be. It’s a great creative outlet, if you like to tell stories well there is no better pastime, and you get to spend time with your friends, which to me is ultimately the greater reward.
I’m just fresh off from running my weekly Mutants & Masterminds games so many of these thoughts are fresh on my mind. One of the best pieces of advice I can give you is know that not all sessions will be perfect. You can please everybody all the time, strive for your best, listen to feedback and know that there is always next session.
Another thing I have been thinking about is where I’ve learned to be a better Game Master, and amazingly it’s by sitting at other Game Masters’ tables. In a way I’m saying, to be a better GM, be a player. Mind you some players are content with just playing out their characters and that’s that, but if you want to improve your performance at the other side of the screen watch and learn. Be attentive to what works, how they do it, what you like and what you don’t like.
I often say I am an awful player, but in retrospect I like to think I have improved, and in fact I’ve gamed with many fine Game Masters and learned a lot from them. Let’s give some credit to all these wonderful people and what they’ve taught me…
Names have been changed to protect the innocent! (No they have not…)
Ask The Readers: Who ya gonna call?
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Recently I have rewatched one of my favorite films: Ghostbusters! Even though the movie is *gasp* 27 years old it has aged surprisingly well. While some of the effects may look a bit outdated the action and humor work as well today as they did in 1984. The 1984 film has not only spawned a sequel but also several computer games and even a pen & paper roleplaying game.
In 1986 West End Games produced the “Ghostbusters: A Frightfully Cheerful Roleplaying Game” boxed set which was followed later by a revised edition called “Ghostbusters International”. The system used in those games was a predecessor of the popular D6 System, which is now available under the OGL. Alas these games have never been a huge success and are out-of-print for many years now.
As it happens quite often, I was wondering whether a Ghostbusters RPG would actually work. As I see it, it may work great for one-shot adventures, perhaps even limited campaigns consisting of only a few sessions, but I have a hard time seeing myself running or participating in a full-blown ghostbusters campaign, at least not without some major changes.
So what would be needed to make it work? I think Ghostbusters International already had the right idea. Use the background from the movies and let players create their own Ghostbusters teams. The world is a big place and the guys from New York, can’t be everywhere, so why not start some franchises here and there? This approach let’s players create their own teams but you can still use all the common elements from the technology used to hunt ghosts to the implied background.
Since the Ghostbusters RPGs from WEG are long out-of-print it might not that easy to track a copy down, so most players interested to hunt ghosts must look elsewhere. One game immediately comes to mind: Jared Sorensen’s InSpectres. This indie game has pretty much the same premise as a Ghostbusters game and has a very interesting if unconventional approach to conflict resolution that encourages roleplaying and a narrative play style.
Have you ever thought about running a Ghostbusters game? Or have you even played one of the WEG games back in the day? As always I am very interested in your thoughts on the subject. Please share your thoughts below.
Ask the readers: Does not play well with others…
6Over in the Paizo Blog I’ve been reading with some interest their proposed changes to the Pathfinder Society Organized Play program. I have never participated on such programs. When I began role playing I was intrigued by the RPGA, joined and got their Polyhedron Magazine. I still have the laminated card and the pin somewhere, but besides reading the magazine I never took any advantage of belonging to the RPGA.
Fast-forward to the days of D&D 3rd edition and the changes they made to the RPGA. I loved the idea of Greyhawk being the default setting, the idea of regions assigned to geographical locations, etc. I even knew friend who were very active, but I never really joined. I had little free time, my campaigns, my adventures; I did not want to switch to a new campaign. I found all the excuses in the world, so that was that…
I took the DM tests the RPGA offered at one time (and passed), and when 4th ed. came along I wanted to be part of that, until I became disenchanted with the system and gave up on DDI. The Pathfinder Society had no presence where I lived so I didn’t pay much attention to it when I began playing the game.
Much has changed since then, I have been blogging for a while now, became active with promoting games in Puerto Rico, and wonder if I should try to participate in some of these organizations that promote and support gamers. I wonder, what have been your experiences? Did you benefit in any form from belonging to them? My inquiring mind wants to know.
Minigames in roleplaying games
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Recently I have started playing Sid Meier’s Pirates! again. Pirates! is a single-player, open world game set into the Caribbean during the late 16th and early to late 17th century. You play a ship captain working as a privateer for either the English, French, Dutch or Spanish.
During the game you can freely choose your allegiances, choose to attack enemy ships or towns, hunt pirates, seek treasures, rescue family members, court and marry a governor’s daughter, etc. A major part of the gameplay are the various minigames. In the original 1987 edition you had ship combat, fencing duels, turn-based strategic combat and a treasure finding minigame. The 2004 edition added a dancing minigame.
Ask the readers: Filing off the serial numbers
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If you follow me on twitter (@sunglar) or read my recent posts about Breaking the D20 Paradigm you may know I am struggling to find a system for a future sci-fi game (pun intended). While the game may be some time away, anywhere from 10 months to a year, I like to plan ahead and I want to work on a campaign knowing what the system can handle. I know the argument can be made that the system is irrelevant to the story but I like to be a little bit more pragmatic and know the strengths and limitations of the rules I’ll be working with.
Also, many of my players like some crunch in their game, and as a GM I like some myself, so the idea of going too indie or experimental, while maybe appropriate for a one shot, will not work for a long term campaign. To add to the complications I want to homebrew. I am not playing a pre-existing setting, but instead creating a new campaign.









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