Luck rolls represent the GM choosing to be surprised rather than just deciding what happens. I look at how a few different games do this and talk about my currently preferred approach.
In this week's session, I took a small location from the Dissident Whispers book, added some content from Dead Planet and the third-party module Black Heart of Paradise, and generated one of my favorite sessions of Mothership yet.
Blorb is a neologism for a particular prep-focused play style that occasionally creates controversy because it means the game world is "real" even before it shows up in a session. Here are my notes on what I think it means.
Session alternate title: "Cubic Worsening" The crew this time consisted of: Aeris (Teamster)Billy Ray (Marine)BR3ND4 (Android) Dr Wilson stayed back on the ship, both because the player was unavailable this week as well as because that's his nature. Narrative The crew finished up some business on Prospero, namely the cyber mod installations for BR3ND4 and … Continue reading “Janus” Mothership Campaign – Session 4
We played Mausritter last night and it really felt like, well, playing. Setting matters, even implied setting, and it affects the kinds of stories we can tell.
Call of Cthulhu has some surprisingly (to me) narrative-focused rules for rolling dice.
A Mothership shopping session was interrupted by unrest and corporate investigation. You know, like you do.
I've been thinking about trying to do for Star Wars d6 what Cthulhu Dark did for Call of Cthulhu, or what Into the Odd did for Cypher: break it down to a minimal approach without needing to spend too much time thinking about game rules. As I was looking at this, I started to wonder if it doesn't need anything more than GM attitude. Here’s my first set of thoughts about the game.