I apologize for
the cross-posting, but I'll share my answers to these questions on
all three of my current blogs.
Q1: What published
RPG do you wish you were playing right now?
A1:
Right now I wish that I was playing more of the Star
Wars
RPGs from Fantasy Flight Games, especially Age
of Rebellion.
Right now I really only have time for one weekly campaign, however,
and so something more familiar to my players has taken priority.
We'll see how the 2016-17 school year develops, though.
Q2: What is an RPG
you would like to see published?
A2: I
would love to see a space fantasy setting for Pathfinder
that's in the vein of the old Spelljammer
setting for D&D.
The new Starfinder
setting is interesting, but I'd rather not add so much technology to
a fantasy RPG.
Q3: How do you
find out about new RPGs?
A3: I regularly
visit sites such as ENWorld and RPG.net for my general RPG news, as
well as the message boards for Paizo Publishing and Fantasy Flight
Games when I'm looking for info about their lines.
Q4: Which RPG have
you played the most since August 2016?
A4:
The clear winner here is Pathfinder,
since I'm playing in a monthly campaign (the Skull
& Shackles
adventure path) with some college buddies an I just finished up a
weekly campaign (a more traditional fantasy campaign loosely set on
the Freeport setting's Continent).
Q5: Which RPG
cover best captures the spirit of the game?
A5: For me, this
is an easy one; the cover for The Concordance of Arcane Space
has always been a favorite, capturing the essence of the Spelljammer
space fantasy setting for 2nd
Edition AD&D.
Q6: You can game every day for a week. Describe what you'd do!
A6: My gut reaction here is to say that I'd gather a group of
players, create some OD&D characters, and finish Keep
on the Borderlands once and for all. That's something we tried to
do a number of times when I was younger—including an epic effort on
a snow day in college—but for which we never succeeded.
A more serious answer is to say that I'd run a series using one of
the rulebooks that currently sits idle on my shelf. This could
include Wonderland No More using the Save Worlds rules,
or perhaps Pirates of the Spanish Main using the same.
Q7: What was your most impactful RPG session?
A7: When it comes to sessions in which I've played, the most
impactful is probably a weekend-long, epic campaign finale to a
Spelljammer campaign that my brother ran. He and I, along with
two buddies, had been playing in that campaign for more than a year.
For the finale, my aunt took us all out to the family cabin, where
Nick ran the module Under the Dark Fist. We played for much of
Friday night before going to bed, and then for as much of Saturday as
we could, before finishing things on Sunday. In addition to being the
action-packed conclusion to that campaign, it was the first taste
that I had of really epic adventuring—our characters save the Known
Galaxy from the Vodyanoi threat, and then were granted demi-god
status because of what we'd done. That extended session, to me, set
the bar for what RPG campaign finales could, and should, be.
Q8: What is a good RPG to play for session of 2 hours or less?
A8: For me, the first answer that comes to mind is the d6-based Star
Wars RPG from West End Games. Although it's been out of print
for almost twenty years now, it still strikes me as an excellent
rules-light system that really captures the feel of the setting that
it's supposed to emulate. While other games can be run in such a way
that the rules seem to be “invisible,” that one, to me, still
seems like the best.
Q9: What is a good RPG to play for about 10 sessions?
A9: This, to me, seems like a good chance to try out something
unusual, or something that's not so well suited to extended campaign
play. (Pathfinder or D&D and Star Wars
strike me as really well suited to long campaigns, by the way.) I've
been wanting to use Savage Worlds for a short series inspired
by Ash vs. Evil Dead, for example, or even something based on
RoboCop. Those, in my mind, would make for good ten-game
series: ones that have a higher possibility of PC fatality. For that
reason any incarnation of Call of Cthulhu also comes to mind,
even though I don't have much experience with it.
Q10: Where do you go for RPG reviews?
A10: As mentioned above, I spend a good deal of time on ENWorld and
RPG.net. If those don't provide what I want, then I just Google
“Title of RPG Review.”
Q11: Which “dead game” would you like to see reborn?
A11: This is an easy one: the D6 version of the Star Wars
Roleplaying Game.
Q12: Which RPG has the most inspiring interior art?
A12: I'll give a shoutout here to the old Al-Qadim campaign
setting. The art wasn't fancy, but TSR did a nice job of keeping one
artist—Karl Waller—for the whole run of the product line. This
established a really consistent feel, and I liked it.
Q13: Describe a game experience that changed how you play.
A13: Running sessions at conventions and for the RPGA had a big
impact on how I plan for and run sessions. Much of that comes from
the fact that I needed to tell a complete and satisfying story in a
four-hour time period, and one in which all of the characters (and
thus players) play an active part. That also pushed me to work on my
organization and pacing.
Q14: Which RPG do you prefer for open-ended campaign play?
A14: This is a hard one. On the one hand, I think games like
Pathfinder and D&D work really well because the
level-based system of character advancement makes for really
satisfying development. Eventually, however, characters become so
powerful that it's hard to challenge them without having character
death become all too common.
Q15: Which RPG do you enjoy adapting the most?
A15: Savage Worlds stands out for this one because of the ease
of adaptability for it, and because its “Fast, Furious and Fun”
nature makes it a good fit for lots of cinematic genres. I've written
some supplements for using it in the Aliens universe, and have
been kicking around ideas for Ash vs. Evil Dead and RoboCop,
too.
Q16: What RPG do you enjoy using as is?
A16: For me, Pathfinder is the one that just works well in the
setting for which it is intended. While the rules become a little
cumbersome and slow at really high levels, most campaigns don't run
that long.
Q17: Which RPG have you owned the longest but not played?
A17: That award probably goes to the Masterbook system version of The
Adventures of Indiana Jones.
Q18: Which RPG have you played the most in your life?
A18: This one is a toss-up between the various incarnations of D&D
and Pathfinder, or to the range of Star Wars RPGs. When
it comes to Star Wars, I can recall half a dozen D6-System SW
campaigns, along with a few using the d20 System (including lots of
activity for the Living Force campaign), one for Saga Edition (the
Dawn of Defiance series) and a couple for the new system from
Fantasy Flight Games. On the other hand, it feels like I've run or
played in a D&D/Pathfinder campaign just about
every year for the past quarter century: four in the Freeport
setting; a massive Spelljammer epic; various hodgepodges of Dungeon
Magazine scenarios in junior high and high school; one based on
Against the Giants using 3rd edition; two set in
ancient Greece; one in Lankhmar; one that ran to 20th
level and ended with the Coliseum Morpheuon super-module; and
my current one, playing in the Skull & Shackles adventure
path. Additionally, I've run most of those systems and editions at
conventions, game days and the like. Let's call it a draw at a dozen
of each.
Q19: Which RPG features the best writing?
A19: I really enjoyed reading the 1st Edition of the Star
Wars RPG from West End Games because the authors included a good
deal of humor in their explanations of how the rules worked.
Q20: What is the best source for out-of-print RPGs?
A20: For pure efficacy, Amazon is probably the best way to find and
order them. Even so, I still like to hit the used book stores to
peruse the shelves; there's more of a sense of adventure to it.
Q21: What RPG does the most with the least words?
A21: For this one I'll go with the Mini-Six version of the old D6
System, updated by AntiPaladin Games using material from West End
Games. The whole booklet is only some twenty pages long, but provides
a complete RPG.
Q22: Which RPGs are the easiest for you to run?
A22: My answer for this is the same as for previous ones: either
Pathfinder or the D6-System Star Wars.
Q23: Which RPG has the most jaw-dropping layout?
A23: Right now, any full-color RPG is in contention. My collection is
not the most diverse, so there are probably a lot of them with really
pretty aesthetics of which I'm not aware. Even so, I do recall that
the One Ring RPG looked really nice.
Q24: Share a PWYW publisher who should be charging more.
A24: While I don't buy as many PDF products as I used to, one
publisher stands out here: Rite Publishing. I know that they have
lots of material with normal prices, but their Pathways e-zine
has consistently provided quality content for more than sixty issues.
Q25: What is the best way to thank your GM?
A25: For me, having players tell stories from sessions is the highest
form of praise. While not every session is memorable—indeed, I
think I have forgotten the majority of them—it's the ones that
players tell again and again that make me feel like I've done good
work.
Q26: Which RPG provides the most useful resources?
A26: I'll go with the various Star Wars RPGs on this one,
since they've helped explore and expand that Galaxy Far, Far Away.
Q27: What are your essential tools for good gaming?
A27: In addition to books, minis, maps and dice, I always have note
cards for keeping the initiative order and paper for taking notes.
Throw in some poker chips, too, if I'm running Savage Worlds.
Q28: What film/series is the biggest source of quotes in your group?
A28: I'm not sure about this one, since people will quote from many
different sources. When we're playing a Star Wars RPG it's
usually the clear winner, but beyond that I don't know.
Q29: What has been the best-run Kickstarter you have backed?
A29: Far and away, the Kickstarter for the Sixth Gun RPG went
the most smoothly; the book was released on time and is beautiful.
Beyond that, one was late, I'm still waiting on one, and one just
disappeared. I'll give a shoutout, though, for Buccaneer: Come
Hell and High Water and Harlem Unbound, both of which are
currently in progress.
Q30: What is an RPG genre-mashup you would most like to see?
A30: I would love to see a mashup of games with various setting and
rules, all linked together using a time-traveling and world-spanning
plot via Army of Darkness.
Q31: What do you anticipate most for gaming in 2018?
A31: At the risk of being self-serving, I'm excited to run a couple
of scenarios at Con of the North in February, 2018, using the
Aetherial Adventures material that I've been writing for this
blog. I think it's going to be a lot of fun.
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