A couple of shots of the inside of the Hippodrome. The domed ceiling is awesome.
A couple of shots of the inside of the Hippodrome. The domed ceiling is awesome.
#scotlandmovienights
I love going to “the pictures”. I know all the arguments against them - the tickets are expensive, food and drink is REALLY expensive, you can’t play on your phone while the flm’s on, if you have to go to the loo, the film carries on while you’re away.
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#scotlandmovienights
I love going to “the pictures”. I know all the arguments against them - the tickets are expensive, food and drink is REALLY expensive, you can’t play on your phone while the flm’s on, if you have to go to the loo, the film carries on while you’re away.
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I guess, when thinking about rewards, three things come to mind.
1. Rewards in-game. Treasure, loot, titles, that sort of thing. Bit old school, but a nice way to keep PCs invested, especially if those PCs have to buy armour, weapons, magic ink.
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I guess, when thinking about rewards, three things come to mind.
1. Rewards in-game. Treasure, loot, titles, that sort of thing. Bit old school, but a nice way to keep PCs invested, especially if those PCs have to buy armour, weapons, magic ink.
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I’m never going to be a hero. Never going be a rebel. Or an adventurer, a wizard, an ass-kicking martial artist, a time traveller. I’m just a normal(ish) guy living in what is often a fairly unpleasant world.
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I’m never going to be a hero. Never going be a rebel. Or an adventurer, a wizard, an ass-kicking martial artist, a time traveller. I’m just a normal(ish) guy living in what is often a fairly unpleasant world.
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I first ran into a game system which prompted the players to think about how their character might connect to other PCs when I started playing the Star Wars RPG in the early 90s. It was basic (“your Smuggler may have the Wookiee as copilot”), but got you thinking.
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I first ran into a game system which prompted the players to think about how their character might connect to other PCs when I started playing the Star Wars RPG in the early 90s. It was basic (“your Smuggler may have the Wookiee as copilot”), but got you thinking.
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Other than Dread, which creates a sense of real-world suspense through the use of a Jenga tower, are any games pitched at “suspense”, as opposed to “mystery”?
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Other than Dread, which creates a sense of real-world suspense through the use of a Jenga tower, are any games pitched at “suspense”, as opposed to “mystery”?
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I don’t really do in-game tactics, I’m not smart enough for that sort of thing. Mainly, I’m trying to find my “in” to the game, the thing that’ll keep me engaged and participating, either as an active PC or as an interested player.
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I don’t really do in-game tactics, I’m not smart enough for that sort of thing. Mainly, I’m trying to find my “in” to the game, the thing that’ll keep me engaged and participating, either as an active PC or as an interested player.
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Prospective GMs - if you’re planning on introducing a NPC nemesis to your PCs, you’d best make darn sure that the PCs can’t just kill them the first time they meet.
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Prospective GMs - if you’re planning on introducing a NPC nemesis to your PCs, you’d best make darn sure that the PCs can’t just kill them the first time they meet.
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Challenge Magazine was an RPG magazine which ran for a decade from the mid-80s, covering Game Designers’ Workshops’ own games for the first few years, then expanding out to the wider hobby, lasting 77 issues (though not really as the numbering started from #25).
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Challenge Magazine was an RPG magazine which ran for a decade from the mid-80s, covering Game Designers’ Workshops’ own games for the first few years, then expanding out to the wider hobby, lasting 77 issues (though not really as the numbering started from #25).
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It’s always fun to do an unexpected reveal in an RPG. For the GM, it’s a chance to widen the scope of a campaign, take the game off in a new direction, or just shake things up a bit. For the players, it gives them new problems to worry about.
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It’s always fun to do an unexpected reveal in an RPG. For the GM, it’s a chance to widen the scope of a campaign, take the game off in a new direction, or just shake things up a bit. For the players, it gives them new problems to worry about.
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Most Recent Games I’ve Played:
1. Troubleshooters - current weekly(ish) Sunday game, in which I play a Jason King analogue, hanging around with nosy parkers to investigate mysteries
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Most Recent Games I’ve Played:
1. Troubleshooters - current weekly(ish) Sunday game, in which I play a Jason King analogue, hanging around with nosy parkers to investigate mysteries
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So, we did Patron a while ago. What’s the difference between a Patron and an Ally? I suppose in player terms, a Patron is the person who you do stuff for, in return for money or some other benefit.
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So, we did Patron a while ago. What’s the difference between a Patron and an Ally? I suppose in player terms, a Patron is the person who you do stuff for, in return for money or some other benefit.
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As a player, unexpected events are only to be, er, expected. Unless your GM has been throwing prophecies around left right and centre, the future is filled with surprises, and your best chance to avoid unexpected events is to seize control of the narrative,
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As a player, unexpected events are only to be, er, expected. Unless your GM has been throwing prophecies around left right and centre, the future is filled with surprises, and your best chance to avoid unexpected events is to seize control of the narrative,
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“Enter freely and of your own free will!” A sure sign that the GM has decided to bring The Spooky to your light-hearted game. Prepare for bats, bodices, bad girls, and BLOOD!!
End
“Enter freely and of your own free will!” A sure sign that the GM has decided to bring The Spooky to your light-hearted game. Prepare for bats, bodices, bad girls, and BLOOD!!
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I’ve used destiny in a couple of ways as a GM. A vague prophecy that gave some structure to my superhero game, that more or less paid off (it gave the players things to speculate, and me an opportunity to smirk knowingly at them),
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I’ve used destiny in a couple of ways as a GM. A vague prophecy that gave some structure to my superhero game, that more or less paid off (it gave the players things to speculate, and me an opportunity to smirk knowingly at them),
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Signs to look out for, prospective GM!
1. Disengaged players - are they playing with their phones? Reading the paper? Frantically digging an escape tunnel? It’s possible you need to retool your game to better suit their interests.
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Signs to look out for, prospective GM!
1. Disengaged players - are they playing with their phones? Reading the paper? Frantically digging an escape tunnel? It’s possible you need to retool your game to better suit their interests.
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In a world that can be exhausting, RPG conventions renew my enthusiasm, for the hobby, and in general. It’s always good to play with new people, hearing the random thoughts that emerge under gaming conditions, and seeing what games are grabbing people’s interest.
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In a world that can be exhausting, RPG conventions renew my enthusiasm, for the hobby, and in general. It’s always good to play with new people, hearing the random thoughts that emerge under gaming conditions, and seeing what games are grabbing people’s interest.
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Arrived in time to meet the infamous Simon Burley (of Comics Code and Manifold fame), and inflict myself on his code of Steam & Steel game. Hopefully he wasn’t too traumatised.
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Arrived in time to meet the infamous Simon Burley (of Comics Code and Manifold fame), and inflict myself on his code of Steam & Steel game. Hopefully he wasn’t too traumatised.
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Players don’t like to lose. Or is that only certain types of player, or people whose formative gaming experiences were playing a certain time of game?
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Players don’t like to lose. Or is that only certain types of player, or people whose formative gaming experiences were playing a certain time of game?
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