Editing SGA 2002 Archive
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=Dust Devils= | =Dust Devils= | ||
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: I'll be running a one-shot adventure of ''Dust Devils''. This is an author-published (Indie) western RPG that won pick of Gencon and recommendations of several big name game designers. ''Dust Devil'' play revolves around the question "Will you shoot or give up the gun?" Action is resolved by playing poker hands instead of rolling dice. Each PC has a "devil," an event from his past which haunts him and drives him in play. If the PC is driven to zero in a trait, he gets to make a deal with | : I'll be running a one-shot adventure of ''Dust Devils''. This is an author-published (Indie) western RPG that won pick of Gencon and recommendations of several big name game designers. ''Dust Devil'' play revolves around the question "Will you shoot or give up the gun?" Action is resolved by playing poker hands instead of rolling dice. Each PC has a "devil," an event from his past which haunts him and drives him in play. If the PC is driven to zero in a trait, he gets to make a deal with | ||
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: The game itself structures play into five "phases" of story - like "Getting the Call", "Investigating", etc. As GM I was trying to encourage player development of the story, and I think maybe I restrained myself a little too much. In future play, I think I'd identify when a given phase had ended and review what the objective of the next one is. Likewise, players need to be reminded to use the "confessional" mechanic (where they can step into the confessional booth and set up future events and/or give other characters traits to add to their character.) | : The game itself structures play into five "phases" of story - like "Getting the Call", "Investigating", etc. As GM I was trying to encourage player development of the story, and I think maybe I restrained myself a little too much. In future play, I think I'd identify when a given phase had ended and review what the objective of the next one is. Likewise, players need to be reminded to use the "confessional" mechanic (where they can step into the confessional booth and set up future events and/or give other characters traits to add to their character.) | ||
− | + | InSpectres was interesting and fun and I'd like to GM it again, with a bit more attention to the structure rules. I'm actually working on an official "mini-suppliment" called Space Trek, which would use the same rules with gimicks that would recreate Star Trek tropes. | |
; Player Thoughts | ; Player Thoughts | ||
: '''Laura:''' My favorite part of the InSpectres game was where Clinton rolled a six while jumping in the pool and decided that on the other side of the magical portal was a locker room. Then it ended up being the locker room of the dead. I think you were pretty surprised by that Allan! :) | : '''Laura:''' My favorite part of the InSpectres game was where Clinton rolled a six while jumping in the pool and decided that on the other side of the magical portal was a locker room. Then it ended up being the locker room of the dead. I think you were pretty surprised by that Allan! :) |