Contact Information:

jay@vanishingtowerpress.com

Tuesday, August 9

The USR Community has been busy

Scott Malthouse's (U)nbelievably (S)imple (R)oleplaying game has gathered a small but loyal following which is found at the Google+ community here.

There has been a new "Hack" of this rules-lite system; a Samurai Noir setting called Blood and Silk by +Talon Waite as well as a preview of +Pete Segreti 's upcoming Roman Empire game Swarm of Barbarians.

+Appalachian Elf has been geeking out over Somnium Void, a Space Opera setting and has been showing off his hard copy of the rules. We wait with baited breath for him to reveal how he had it made!


Saturday, August 6

Google Hangout Campaign Greatest Hits

I've run four campaigns on Google+ Hangouts since 2012 and they have all been stand out examples of the best talk being shopped around here on the OSR gaming blogosphere. Here is why. First reason is me as a Game Master. I haven't done it in a long time. I gave it up a long time ago because I couldn't do it right and I couldn't get good information on why. This all changed because of the internet. I didn't have to try and figure out this problem in a vacuum anymore. There is a wealth of information available and willing game groups are a video chat away so my game is going to be better out of the gate. Stage two; actual play. Playing all the time (for me that is once to two times a month) bad habits and bad ideas start to get run into the ground. Stimulus/response. Like a punk album. Players make the game, but nothing happens without a world builder. And the world builder needs help. I have a job. I have lovely friends and family. I have deep powder to ski while my knees hold out. I don't have a lot of free time. Now I need more material and am making purchases. Spending real money and not running off of old ideas and free pdf's. Well fresh ideas and free pdf's are probably running the show at this point. Either way the salient real time data is bearing fruit. I appreciate well done game tools, adventure materials and random tables that help me run what the hell my players are mixing and matching at the table. This has generated Stage three;


my current  Clockwork & Cthulhu campaign has just been completely taken over by the players. I run sessions now just so I can read the voluminous stories they spin after. I'm thinking soon I'll be slapping restraining orders on 'em all!

Actually, it is more being at peace with my role. I'm a game master. This is the job I can do well in this hobby. My lovely binder with the few PC's alive I treasure are a rare artifact. The binders filled with the scaffolding required for PC's to climb on is my time well spent.

Sunday, July 31

July should just die

but what do you do, as a GM, when the PC's are driving a story better than you could? How do you keep up?

Classic Traveller Sector ETU-AI215

Ridicules how the simple set of rules presented in the original Traveller game can lead to a fully satisfying and realized sci-fi game world. I ran an adventure arc with a module written for a classic fantasy setting. Adapted for sci-fi horror, and ended up with a fully fleshed out universe setting. 


Part of the Outer Frontier (who knows what that means) this scrub of a Traveller universe I was forced to create it after ruminating over what would be the consequences of the PC's actions.. When I mean sparse I'm talking four systems total, tenuous jump routes built on jump one tech, and not a lot of civilization. Just to keep it manageable in my GM mind. But even these limitations I enforced on the homebrew subsector the emergent play of the PC's has sprung so many tentacles I can't read enough science fiction to keep up with the possibilities.  

Great game system.