Mar 202012
 

This week’s episode does a lot of jumping from “in-character” playing and “out of character” conversation.  Granted, much of that conversation is about the game itself as we try to figure out just what in the heck we want to do (and there is a bit of character development); so I apologize for the lack of awesome action.  But, the group does have a meeting with the Lord-Mayor of Rumi, which will open up all sorts of adventure possibilities.

Oh, and never mind the shuffling sound towards the end; that’s just Danny playing with his deck.  (Snicker)

SV Session 2.2

So what is the next step for the group?  Do they put the “Writ of Theft” to use?  Stay tuned and find out in next week’s episode!

Comment Poll:  What’s your favorite line from this week’s episode?
1.  “Well gentlemen, as your GM, I have no firckin’ idea what to do next!” – Ryan

2.  “My staff fits in my pocket” – Matt.

3.  “Do you even have an alignment?” – Ryan.  “Me and my can” – Mike

4.  Other

 

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Mar 132012
 

In this, the first episode of our second session, I discover the what happens when I, as the Game Master, don’t have a strict railroad for the players to follow. I had no adventure plan going into this session. I did have about half-a-dozen ideas for bringing Danny’s character (later named Professor Mora) into contact with the others, but none of them were very fleshed-out. I floated even briefer descriptions of those options before the group, and got a feel for which direction the group would have the most fun with. The rest I completely ad-libbed. Seriously, I came up with each scene, each NPC, on-the-fly. Some call this “reactive” GM’ing. Some call it “winging it.” Some call it lazy. I call it a lot of fun! Beyond the meet-and-greet, and bringing Danny up to speed on the rules and the game-so-far, I had no goals, no real “tasks” for the group to accomplish. Any and all of that was provided by the players.  I’m not bragging.  If anything, I’m trying to place the blame on them.

SV Session 2.1

I really love Silvervine’s emphasis on “shared story telling.” And I greatly enjoy working with the players to build the world together. Silvervine’s Cyrus setting leaves a lot of room for GM’s and players to create – It gives enough background, history and structure, with a lot of openness for each group to make the game their own. So come back next week for our next episode and experience just how little control I maintain. And I’ve got to say, I am really impressed with everyone’s role-playing skills. Mike, Danny, and Matt are all veterans, but it had been quite a while since any of us had really been around a table like this – especially for Danny who couldn’t make it to the first session. It’s just amazing how well each of them really expressed their characters (especially if you knew how little they put into their backgrounds).

Oh! And don’t forget.  Please place your vote for your favorite phrase of the campaign so far.  In the comments just tell us which you prefer – “Cabbage-Banana-Hammock” or “Retarded Etch-a-Sketch.”

 

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Feb 212012
 

Here is the next chapter for your listening pleasure!

Due to some logistical issues we did not get Episode 3 post last week as planned.  Therefore we are posting both Episodes 3 & 4 today!  It’s a two-for-one special of Role-Playing action/hilarity/insanity/fun.

In this episode the group runs afoul of the local authorities.  Shocking right?  I mean, how could a three-foot tall anthropomorphic flying squirrel, a mass of worms in its own steam-powered flying tin can, and a drunken elf get into trouble so quickly?  You know, after reading that sentence again, it’s a miracle we didn’t run into trouble much, much sooner.

SV Session 1.4

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Feb 212012
 

Our third installment is now up for your listening pleasure!

In this episode we form our own vaudeville company, accept our first official job, conduct some player-vs-player skill tests, start a parade, and take Squirm’s Can for a little test-drive.

SV Session 1.3

“Let’s go find this beast,” spoken by Will Powers.  Are these words a mere foreshadowing of the adventure ahead, or a portent of our doom?  Find out next time in our continuing adventure!

 

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From Fantasy Flight Games Deathwatch The Jericho Reach in February

 Fantasy Flight Games, Gaming News  Comments Off on From Fantasy Flight Games Deathwatch The Jericho Reach in February
Dec 142011
 

The Jericho Reach is an exciting new supplement for Deathwatch! This comprehensive tome provides in-depth information on the struggles of Kill-teams currently operating throughout the Reach. Each chapter delves into detail on the personalities, planets, and themes of a specific salient, while providing players and Game Masters alike with important resources for integrating the setting more deeply into their campaigns. What’s more, The Jericho Reach includes a full adventure. When Watch Fortress Erioch receives an astropathic distress signal from deep inside a Tyranid-infested planet, the Kill-team is immediately dispatched to investigate. Now, they must fight their way through monstrous adversaries while working to uncover the source of the strange message. But can they solve the mysteries of this war-ravaged world in time?

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The GM and His Show

 Articles about better playing  Comments Off on The GM and His Show
Dec 132011
 

Being a game master, or a GM, is in many ways like being a director of a motion picture.  Both the GM and the director are responsible for the well being of their show.  Not only must both maintain the integrity of what is unfolding before the cast, but both also moderate the flow of information. Continue reading »

RPG Book Review: Grimtooth’s Traps

 Reviews, RPG Book Reviews  Comments Off on RPG Book Review: Grimtooth’s Traps
Dec 122011
 

Stats

Paul Ryan O’Connor, ed.
Steven S. Crompton, illus.
Flying Buffalo Inc., pub.
First Printing 1981
Digitally Remastered 2011
55 pages
Ryan’s Rating: 17 out of 20
MSRP 14.95

The Review

I’ve been into D&D 4th Edition for a while now, and while I have been thoroughly enjoying it, one thing that seems to be lacking are traps.  D&D4e is great at tactical combat, but players can become a bit overconfident as they gain levels.  Other systems (notably my favorites: Rifts and Silvervine) seem to have no traps at all! (at least, none detailed and statted out in their publications).

So, if you’re a DM, but you aren’t an incredibly inventive trap-maker, or if your group is getting a little cocky and you want to instill some paranoia, then Grimtooth’s Traps is for you! Continue reading »

Dec 062011
 

If you haven’t yet, I encourage you to read Matt’s article  first.  (Things might make a little more  sense that way, but I don’t guarantee that they will.)

Yes, while at Con on the Cob I spent a bit of time getting  to know the Silvervine game system, its creators, and many of the players.  I was amazed by the diversity of players –  all ages, genders, personalities, and gaming experience were well represented.  I was intrigued by the concept – the openness  of the system, the fantasy-steampunk setting, and the clear presentation of the  core principles of the system.  The  enthusiasm of the creators is infectious – they truly love gaming, and I am  continually amazed by the amount of work that has gone into their  products.  In short, Silvervine was my  torrid affair of Con on the Cob. Continue reading »