Greetings dear readers! Michael recently wrote about our efforts to revitalize the blog, and I think we’re off to a good start. He invited our readers to discuss the types of posts and topics they enjoyed, and in one such comment Voidman said he liked one of my earlier pieces about using technology at the gaming table. Thank you for the kind words; it’s a pleasure to have you, and so many others as our readers.
This topic, the technology I use as a GM, is constantly evolving, and is one that deserves some revisiting periodically. On this post I’d like to discuss the technology I currently use to run our Dungeons & Dragons 5th edition campaign. It also happens that the topic of the RPG Blog Carnival for September 2016 is Game Master Tools, Aids, Apps & Hacks, so it all comes together rather fortuitously!
Continue reading RPG Blog Carnival: Technology in my Games
I first became interested in Savage Worlds when I read a reference to it in a message board. Can’t remember which one now, but I do recall the poster praised the system on the ease of prep and how smoothly it ran. I was running a high level D&D 3.5 campaign back then and that sounded like music to my ears! This was in 2004 or 2005. I finally got the Savage Worlds revised hardcover in 2006 at The Compleat Strategist during a business trip to New York City. I remember reading the book that night at the hotel, and not quiet grasping the game. “It uses playing cards for initiative, and what the deal with the damage system?” I never figured it out, had other games to run, so the book just sat on my shelf.
In 2007 I went to Gen Con and visited the Pinnacle Entertainment Group booth and saw Savage Worlds Explorer’s Edition. It was $10 for a complete game, how can you say no to that! I got 2 copies. I read the book, got a better idea how the game worked, and I tried running a one-shot using it but the shaken/wounded damage mechanic was not intuitive, the initiative was strange, I didn’t get how all the different bits worked together, so we didn’t play it again. Continue reading Sunglar’s Savage House Rules!
The RPG Rule System Preference Survey Results (a non-scientific study)
Twenty days ago I was having a conversation with friends over game complexity. The specifics of the conversation are unimportant, but the arguments were mainly whether people prefer a robust complex system with lots of options despite the complexity, or whether people would rather have a simpler system, even if that means fewer choices in mechanics, but that is easier to pick up and play. I had a feeling that while complex systems have their hardcore fans and familiarity lowers the difficulty to pick up newer versions of games even if they increase in complexity, when given the choice people choose simple over complex. So to get a feeling about the opinions of other role-players out there, I created a survey online and shared it on Facebook and Twitter to find out! Continue reading Survey Says!