---------------------------------------- Game ideas July 25th, 2018 ---------------------------------------- There's a new Kickstarter fund going called Your Best Game Ever, by Monte Cook [0]. He's done a ton of RPG writing in the past, including the D&D 3rd Edition DM's Guide and about a thousand others. His most recent work was on Numenera, which is pretty cool if you haven't checked it out before. This new fund is to create a book which will help you run a game and a gaming group and get the most out of the experience. It's not about the rules, but rather about all the other stuff that's not in the books. Sounds pretty cool, right? (HTM) [0] Kickstarter - Your Best Game Ever As I was backing that crowdfunding campaign I started thinking about my own games that I've run in the past, want to run in the future and the infinite abyss of lameness that is my time NOT playing an RPG with friends. Ugh, it's awful! I want to run a game, but I think I need a new format. My local crew can't manage to do an in-person game reliably, and it's really not the same working online. It's too easy for the quiet folks to stay quiet and the active players dominate. It's too easy to get lost browsing new skills and spells instead of getting into the session. It's too easy to do anything other than play. That's the heart of the experience for me, too. The play. The role play, in game, in character voices and in their heads; making decisions that your character would make, not that you would. I miss that part terribly, even in the games I'm playing now. So I was thinking about running something different. Screw the system. Screw all the rules. Screw everything that isn't the role-playing around a table. When I first started RPGs seriously it was in a setting like that, with my next door neighbor. We never bothered to crack a book or worry about skill points or levels. We let the character explore and become someone new, and told the story together. I would describe my actions and he would describe the outcome. Battles weren't about hitpoints. They were about good tactics and planning. I also don't want to worry about telling an infinitely open-ended story. This game is not going to be a richly created world that's free to explore. It will have a setting that hooks the players from the start and pulls them along the adventure. They will change the outcomes, they will change the world, but not by galavanting off to the next town on a whim. I'm thinking the setting won't even have another town! I'm thinking of something otherworldly with a mist of unknown descending upon a remote hamlet. Adventure is survival in the face of mystery. And what fun it will be to create a real mystery, or series of mysteries, for the characters to figure out and explore. If my plotting works it will take planning, notes, and active work on the their part to figure things out in time. "In time for what?" you ask? Well, that's part of the stakes! In this case, time will be a major factor in survival, and a major limitation in the choice of action. Yes yes... lots of plans coming to me. I'll need to start writing it all out, mapping out all the ideas, and then find the right group to explore it with me. Hopefully I can run this one soon. I really miss role playing.