Something I’ve learned during the pandemic is that I use roleplaying as a distraction. Sure, yes, I’ve got a weird obsession with the metasocial meaning of rules structures. And I agree that gaming can be a safe way to explore emotional and interpersonal stuff. But at least during These Unprecedented Times, I need gaming to… Continue reading Extra Extra: Shattered City Is A Needed Distraction
Month: September 2020
The Cudgel and the Contract
One of the most interesting play-aesthetic gaps in gaming to me is the chasm between how players want to resolve in-game social conflicts. You can prefer natural, normal talking, or you can prefer going to the dice. Maybe some folks don’t feel strongly about social conflict resolution, but I haven’t met them. It should come… Continue reading The Cudgel and the Contract
Guest Column: Playing With History
I’ve run an awful lot of history-themed RPGs and written a few. It’s an area I love gaming in, both taken straight, and mixed with a dose of fantastic elements. Yet I would be doing the topic an injustice if I did not admit there are difficulties, both in subject matter and attitudes. So what… Continue reading Guest Column: Playing With History
Deep Dive: Imp of the Perverse
We wrapped up a short run at Nathan Paoletta’s Imp of the Perverse this week. Strap on the air tanks and headlamps, we’re taking a deep dive. Quick Overview Imp of the Perverse is a horror game set in the early America of Edgar Allan Poe. It’s called “Jacksonian” but most of the period (1830-1850)… Continue reading Deep Dive: Imp of the Perverse
Conflict Resolution is Indie Gaming on Hard Mode
We started playing Nathan Paoletta’s Imp of the Perverse last week. It’s a funky, specific horror game that evokes Edgar Allan Poe vibes in 1830s-1850s Jacksonian America. Playing the first session reminded me about how hard I find conflict resolution games. Imp of the Perverse is squarely in that camp of design. Conflict resolution is… Continue reading Conflict Resolution is Indie Gaming on Hard Mode