I've been using Ebonclad in my online campaign for a few months now, it's quite cool, and it's deal of the day on DrivethruRPG today. Check it out here.
Last night I wrapped up my cyberpunk campaign using the Sprawl after six sessions. Because of scheduling those six sessions took place over the course of six months, and I had told the players at the start that it would be a mini-campaign. We had a session zero where the three players made up their characters and relationships as per the rulebook and then we got to it. Campaign Image by Midjourney We had a hunter, a tech and a driver. Since we live in London I suggested we use it as the setting, and I went on to suggest that in the future London has become a haven for those doing business off the financial grid. My vision of the city was that it is mostly empty, with little to no industry. There would be buildings that catered to visiting corps and crime syndicates who wished to meet and make deals, without the worry of surveilance and financial records. While I imagined the rest of the world's major cities would contain the more expected cyberpunk tropes like massive arcologies, ...
Knowing when it’s your turn to speak. It’s a skill we all learned, but when? And did we all learn it the same way? I’ve been watching some actual play videos, and thinking about my own roll20 campaign, and face to face games, and I realise that everyone has their own rules for conversation. In some cases it all works out, but in others, we have people interrupting each other, talking for longer than necessary, or not speaking at all. The lack of visual cues in my online (voice only) game probably makes this worse. A rules system for speaking This reminds me of a time when I ran a session of Dungeons & Dragons, 3rd edition. There were eight players on that fateful Saturday morning, and they all wanted to do stuff. So I had them roll initiative, not for the characters to do stuff, but for the players to be allowed to speak! I got through that session, and never ran such a big one again. But last weekend I was a player in a session of D&D 5th edition, with eight players...
I was just thinking over the idea that my characters tend to be simple and cliche, when I read this post on Reddit . It seems to sum up what I was going to write so I'll keep it brief... Sometimes players have very subtle ideas about their characters, but that subtlety doesn't come across at the table, and the other players are unaware that the character has the characteristics that their player thinks they have. A good test would be to ask the other players, after a few sessions of playing together, "What is my character like?" The descriptions you get will be a good measure of how your character might be perceived in the world, rather than how you imagine them. It ties in with your ability to act; if you envision your character as a tough talking hard man, but the other players describe your character as friendly and courteous, maybe you need to simplify your characters until you can pull off the kind of acting you aspire to. Some games have mechanics for things l...
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