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Game Group Roleplaying

A Blast from the Past – Old Campaigns

A wiki for gaming notes and campaign logs

Our Games

Diaspora Cluster — A cluster we generated at the October RPG meetup. Quite a place!

Empire Of Iron — Our current D&D game (December 2007 – July 2010)

Serenity– It’s a big verse, with an interesting crew. (May-July 2009)

ShadowRunning — for our Shadowrun game (played March through December 2007)

Cormyr Game — D&D3.5; (played January 2005 through February 2007)

New Republic Agents, logs — our Star Wars game (played March through August 2006)

Immaryln The Great— quick thoughts on a game of courtly intrigue and warfare 

All of the above links were to an old public wiki; I’m going to copy out what I can. I’d largely forgotten their existence and would rather have them somewhere they’ll be backed up.

Categories
Game Group

New Game: Serenity, Friday May 1st

We’re looking at creating characters for the upcoming Serenity game, run by Dad, on Friday. If you’re not going to be able to make it, please let us know! Ben plans on bringing Emily; Kev can you arrange for Christian’s evening?

If you have ideas for character concepts, please share them in comments. So far, Mike mentioned an interest in playing a “Jayne like” character– which part interests you Mike? Are you looking to be the gun bunny with a love of grenades, or are there other aspects of the character that you’d like to bring over too? [Obviously, all of the concepts we offer up– particularly for me– are subject to change to fit the group.]

More Notes: Jennifer is looking at playing the Captain, probably with an ex-military, the bed should have hospital corners, type personality. I think it’ll be fun to have one of our quieter people step out and lead in the new game.

Dad is talking about looking for more complex backgrounds and characterization this game. Be ready to spin outlandish stories about your past… we’ll obviously help if you’re stuck on place details or something. Another change Dad mentioned is that we’ll play a little less “open table”– Advantages and Complications will be separate from your character sheet and only known to you and the GM. (Though some, like quick draw, will be obvious the first time a fight brews…) We’ll also try to spend more time in character, even when we’re discussing a job and how to deal with opposition.

All in all, it sounds like a very different game than our current D&D game– with great variety between the two.

Categories
Game Group Roleplaying

Firefly Resources

Listings:
Fireflywiki.org
John Kim’s list

Cortex System Forums Lots of useful threads, requires registration.

Sites:
Fireflyrpg.com, a great site with lots of useful information. Fan ships, vehicles, quick references and more.
Dragonlairdgaming.com, site of Jim Davenport, a Serenity RPG designer.

Waves in the Black: Cargo Hold (Lots of useful downloads– character sheets, sample crews, plots, etc.)
Scott Metz’s link page, with links for Serenity, D&D, and more.
Serenity themes and premises, an investigation/discussion.
Ki_Ryn’s ships
Peracles RPG, several scenarios and extensive campaign logs.
Serenity RPG 101 Links, merchandise, and info.
Sean’s Gallery, lots of ship pictures.

Brightwater Castle
Wydraz

34 Firefly plot ideas
Serenity RPG Yahoo group

Categories
Game Group Roleplaying

“Challenge Me” or making your own Firefly

Last night we were discussing Firefly and flaws that affect the group. One example was Jayne, and his motivation to sell the group out. We were discussing how a flaw like that would work– how do you have someone with a group destroying flaw and how can they bring it into the story without destroying the game.

I had an epiphany, and it really centers the show around Mal. From here on, I’m going to use the initial letter to indicate the player of the character. So Mal’s player is M, Jayne’s J, Inara I, etc.

So the group is sitting around the table, and they’ve sketched out their characters to each other. K says she’s going to play Kaylee the group’s Mechanic, M has talked about playing a businessman type ship’s captain, J says Jayne’s going to be good at blowing stuff up.

So around the table, they’re ready to pick out Merits and Flaws. (Or whatever Serenity system calls them.) They are throwing around ideas– maybe the ship is always short on cash, maybe they’re all outcasts from society, etc. Then M (playing Mal) says: “I’m going to be all about loyalty to my crew. Challenge me.”

Everyone around the table gets excited and thinks up ways to challenge this Merit/Flaw. J says, “Well, I was thinking that Jayne’s awfully mercenary– maybe the loyalty Mal feels toward Jayne isn’t really reciprocated. So I’ll challenge you by betraying you every once in a while.”

M thinks for a minute and says “Awesome, give me more.”

D says, “Well, Doctor and his sister could be in trouble with the law and start off outside the crew. So we’ll challenge you to stick with us even though we’re outsiders and cause you trouble.”

R chimes in, “And we’re talking about the Doctor being very protective of River, so he’ll want to protect River first, so our loyalty is to each other.”

Z says, “Well, Wash and Zoe are married, so our loyalty’s going to be to each other.”

I says, “What if Inara and Mal are in love? And she’ll get in trouble away from the ship, so you’ll have to debate risking everyone for me personally? Let’s keep our relationship stormy and conflicted, so I’m often doing other stuff.”

Later, J is looking at the flaws he’s debating taking for Jayne. He says, “Jayne’s very mercenary– how do we want to challenge that?”

R says, “Well, there could be a big reward for the capture and return of River. Maybe even payouts for information about me.”

M says, “Let’s make the business really marginal– Mal won’t be able to pay Jayne much, and when things go wrong, he won’t be able to pay at all for a while.”

K chimes in, “And the ship’s old and always seems to need new parts to stay running, so Mal has to pay for repairs first, or we don’t go anywhere.”

This is still sketchy– I’ll come back after some sleep– but this is the insight that woke me up last night. Basically, the insight is that flaws that challenge the group’s stability only come about in response to another player saying “Challenge me”. Jayne’s mercenary behavior is a bad flaw for the group unless it responds to someone else’s Challenge. If no one was playing Mal, then the debates about loyalty to the group shouldn’t be brought up.

Jayne’s mercenary flaw accents the challenge, and encourages players to twist their character’s problems or challenges in ways that will tempt Jayne. That will help make Jayne’s flaw and Mal’s come into conflict more, making them both happy.

Categories
Board Games FATE Games Roleplaying

Recent random links

Scott Metz’s link page, with links for Serenity, D&D, and more.
Serenity themes and premises, an investigation/discussion.

Carefully Prepared Improvisation
Story Now, long Heroquest example

D&D
Blink Dogs in 4e
3.5e Monster Generator and Random dungeons
Giant list of house rule options for 4e
Round Table discussion of PH2 classes
Martin’s detailed look at the PH2

A good quick names trick.
F-sharp, a very rules light FATE derivative
Swashbucklers of the 7 skies sounds cool
Mouse Guard campaigns, characters, etc.

Story Games is still out there.
A Spirit of the Century short campaign from Story Games.

A Memory of Light, the final Wheel of Time book, to be released November 2009.
A cool short story
Gametable goodness; cool to drool over