Monday, December 15, 2014

Game Stories: Friday

Like I said previously, I'm going to be making more Game Stories posts about the big picture of a game. I want to talk about how all the mini-narratives of a game come together to create the overall experience, tying theme and gameplay together. This week, that means talking about Friedemann Friese's Friday, a solitaire game about helping Robinson Crusoe off of the deserted island so that you can get some peace and quiet.

Monday, December 8, 2014

Game Stories: First-Stage Recap

This week, Game Stories changes things up a little.

DUN-DUN-DUNNNNNNNNNNNNNNH!

I've done six posts in the series, talking about the narrative elements of various games, and I think it's time for a bit of a refresher, because I want to move on to some big places here. Today, I'll go back over the first part of the series, summing up what we've learned so far about narrative in games. Then, I'll talk about where I hope to take this series.

Friday, December 5, 2014

At the Table: Edit Your RPG


Today, I'm going to come down with some pragmatic thoughts on roleplaying games. It's a topic that might seem odd to some RPG players: editing. Normally, that's a word you only see in the contexts of filmmaking or the great American novel, but I think it has a place when you're playing at the table. I also think that most groups engage in editing anyway, but they might not realize it. Read on, and you can learn how to use it better!

Monday, December 1, 2014

Game Stories: Betrayed by Turkey

I'd love to say that I just woke up from a massive turkey coma, but the reality is that I was wonderfully and willfully kidnapped for a fantastic weekend with one of my buddies and his extended family. (No, really. There were like 20 people in the house!) I was sorta too busy having a good holiday weekend to get a post out. Ah, well.

Stay tuned next week for another installment of Game Stories!

Monday, November 24, 2014

Game Stories: Shadowrun Crossfire

Magic! Metahumans! Cyber-hacking! Cyber-augments! Well, there's a reason there's a number of fans of the Shadowrun universe. Enough so that it spawned Shadowrun: Crossfire, a cooperative deckbuilding game with a campaign mode attached. You earn Karma points to give your character upgrades; it's really cool, but not the specific element of Crossfire that I'm talking about on this post. This week, I'm talking about the core system of the game, and how it gives a particular character to the obstacles you fight.

Friday, November 21, 2014

Review: Girls Elsewhere (a Heroine RPG Supplement)


Upfront point: massive apologies to Josh, because I said I'd do this review a long time ago. But there's no time like the present to change that! Girls Elsewhere is a supplement to Josh Jordan's storytelling game Heroine, which I reviewed previously on this blog last year. It's a supplement that expands the types of stories that you might tell with Heroine, and it's a wonderful way to broaden your scope of storytelling for the game.

Monday, November 17, 2014

Game Stories: Carcassonne

So sometimes, you get story elements in games because there's distinctive characters, and sometimes it's because there's a particular mood around the table. Those aren't the only ways you can have a sort of story in the game, though. Sometimes, it isn't really about a flow of drama or pulling across specific themes. Sometimes, it's about nonsensically placing tiles on a map until they more or less make a weird world. Welcome to Carcassonne