I finally was able to run a second game of Aliens and finish up where we left off in July 2010. As it was so long ago, I'm first publishing the last game for easy reference. The new entry should be up within the week.
“This is Coombs,” the man’s calm voice said. “I’m in engineering. I have two technicians here. I sent one of the men to go check out the cargo bay. He started screaming. We called for you. Where were you?”
“You sent him off alone!?!” Simmons said.
"What is that THING you're using as an avatar now?"
It's one of these:
Participating in Jim Raggi's forum about his new game brought up some other random game design thoughts. Here is as good a place as any.
Dispense with fixed stunts. Instead, I'd adopt a house rule (which I can't find a reference for now) that allowed players to "lock" an aspect to behave like a stunt: substitute one skill for another, grant a "permanent" circumstance bonus, a new function for an existing skill, etc.
Novels and games always show wise graceful elves and grim greedy dwarfs. Does that seem right to you?
Although I posted this on my website, I feel like this is neat enough to reproduce as a blog post here:
So you'd really like to get a good representation of a building or room for your rpg session, to help immerse the players in their characters' situation? There are a number of ways to do that, but here I am going to tout Sweet Home 3D, a free 3d home design application, available on Windows, Mac and Linux.
Updated 01-10-2012 at 11:19 AM by jpatterson