I’ve been pretty quiet over the last eight months, particularly when compared to most of last year. I had two good reasons.
One, I secured a job with Trion World Network, which was still in ‘stealth mode’ when I got the job, meaning I couldn’t talk about… well anything, really. Not the company, not the job, not the game(s)… so I just kept my big mouth shut.
Two, I was going through the time-consuming, tedious and nerve-wracking process of getting my US immigration visa. This would have been a tough enough process at any time, but considering it was connected directly to me taking up the job, I felt in some way I should just keep quiet. Didn’t want to jinx things. I only broke silence when the internal mental pressure began to get so much that even endless games of Civilization IV weren’t enough to keep The Voices in check, and I had to vent somewhere.
Well, now I’ve officially got The Job, and I sure as hell have The Visa. So I can talk. A bit. Read the rest of this entry »
“Bum!”
I’d hoped to have a post primed and ready to rock, but given general secrecy and my rapid departure from the UK, that wasn’t to be.
More details soon, no doubt, but for now you might have a few questions, like:
“What’s keeping you busy at E3?”
More soon.
Posted by Rockjaw in Gamey, Personal, Roleplaying on June 3rd, 2009
This is the latest in a series of posts looking at roleplaying games I really think you owe it to yourself to play.
Last time out, looking at Ghostbusters, I talked about the wonderful simplicity of the game’s system, and how it could only be betterered by one thing: taking that system and combining it with the greatest science fiction movie trilogy of all time. Well, at least, it was in 1987….
Remember how Traveller, well, just didn’t do it for me? Remember how I was essentially seduced by that image of a Luke Skywalker-lookalike on the box? (Damn you, GDW….) Well, it took five years or so, but finally my sci-fi roleplaying prayers were answered in 1987 with the release, on the (gulp) tenth anniversary of the movie, of Star Wars: The Roleplaying Game from West End Games.
If Marvel Super Heroes had opened my eyes to how a game system could work with you in creating a setting, Star Wars blew out of the back of my skull. Designed by Greg Costikyan, Curtis Smith and Bill Slavicsek, the simple D6 system in Star Wars expanded on the initial principles of Ghostbusters, and was an absolute joy to read. The original rulebook filled my head with the potential excitement of adventures across the galaxy, where the players would fight for the Rebellion against the evil forces of the Empire. Blasters would be fired! Quips would be uttered! Lightsabers would be drawn! Heroes would be made!
So naturally, in the first session of my campaign, the players stole a starship and then – I remember this quite specifically – spot-welded the ship merchant to the inside of his own safe.
Yeah, they weren’t really looking to be heroes.
Posted by Rockjaw in Gamey, Personal, Roleplaying on June 1st, 2009
This is the latest in a series of posts talking about tabletop roleplaying games that I highly recommend you play. Last time out, I talked about the dark delights of Call of Cthulhu, the first roleplaying game which needed a statistic to measure your sanity. As I mentioned, regardless of how fun it might be, the subject matter can be a bit of a downer…
… which is why if you are in the market for a supernatural RPG that won’t have you glancing nervously into dark corners, then don’t wait another minute. Pick up the phone and call the professionals!
I’ll forgive you for thinking – like so many other high-minded roleplayers before you – that Ghostbusters is just some stupid movie tie-in game. Because on some levels, it’s exactly that. It’s got the hallmarks – very few rules; lots of pretty cards and handouts to play with; an almost cavalier attitude to the oh-so-serious activity of roleplaying.
When you take a closer look though, not only has Ghostbusters got a design that is being emulated by today’s ‘story-driven’ roleplayers, but it’s also got a campaign background that could spawn a million adventures. Not bad for some movie tie-in.
Created by the multi-talented guys who also brought you Call of Cthulhu – who were probably glad for the break – Ghostbusters: A Frightfully Cheerful Roleplaying Game was released by West End Games in 1986. These days, a two-year gap between ‘product’ and ‘tie-in’ would seem suicidal, but we forget what a global phenomenon Ghostbusters was – not to mention how long it would have taken to materialise on ‘home video systems’. Those two years were well spent however, as Sandy Petersen, Lynn Willis and Greg Stafford had created a game that perfectly emulated the original movie, while also expanding its potential.
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