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Showing posts from November, 2011

DIY RPG

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DIY RPG/D&D people, you need to read this



Teach your kids to game week

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In case you missed it, it's Teach your Kid to Game week, an idea that I 100% approve of, even if the idea of an entire week to it seems a bit unnecessary.







What's next? A week to remind us to breathe?

However, on its intended purpose, I can lavish nothing but praise. I've had the opportunity to run games for young kids before and, let me just say, that it was highly rewarding and actually quite fun. Very imaginative children will think of solutions to problems that no rational adult could ever conceive, whether or not said solution is physically possible.

There are plenty of tips and advice out there for running games with kids, but let me just reiterate a couple of points I feel need mentioning as often as possible.

#1: Don't play for hours. Kids get tired, have shorter attention spans, and basically will burn out faster than you will. Limit the game time to two hours at the max, maybe even cut it short to an hour-and-a-half. You can get in a little adventuring and try to …

Let loose the Dogs of WAR

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When I was fourteen or so, I discovered my dad's old collection of paperback men's action novels and spent an entire summer reading them, from the adventures of American super spy Nick Carter, to the sardonic violence of the Destroyer, I devoured them all with a fresh zeal, with my favorite being the violent adventures of the Executioner, who would later serve as the basis for Marvel's Punisher. Soon I'd continued on to classic pulp adventure series like Doc Savage and the Shadow, but the men's adventure novels of the 70s and 80s have always held a special place in my heart and on my bookshelf.

So to find a game supposedly patterned after those novels filled me with excited trepidation. Dogs of WAR, by Simon Washbourne, is based around the Bolanverse series (the long running series consisting of the Executioner, Mack Bolan, Pheonix Force, Able Team, and Stony Man, three series of which are still being published as of today: www.mackbolan.com ) though any actual know…

Why I Love Nu-Skool D&D

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A few weeks ago I raved about how great Old Skool D&D is.  At first glance, you may infer therefore that I believe Nu Skool (and 4E in particular) sucks.  While it's really easy to make fun of 4E, I don't actually believe that it's bad. The two games are very different and fill completely separate rolls and niches.  I love them both in different ways, like my iPhone and my wife.


The cool thing about old versions of D&D is that's it's simple, random, and open to endless interpretation and tweaking. That's also one of it's greatest flaws.  The reason many people make up their own house rules is because the rules, as written, don't make a heck of a lot of sense.  And they're stupidly unfair.  Sure, having a wizard with 2 hit points who gets killed by a stray cat is funny the first time, but after dying 8 times in two sessions, that shit gets old. Especially when a significant portion of those deaths were caused by the same f***ing cat.

Simila…