
Favorite Revolutionary Game Mechanic
What does this even mean? There have been many mechanics that people have called revolutionary: hero points, fail forward, unified roll mechanics. But many of these have roots going back decades and I question how revolutionary they really are. In my opinion many "revolutionary" ideas codify what people were doing all along. Maybe not all players and game masters used them but those willing to bend the rules as written to play the game enjoyably did.I guess with that definition I'd have to go with autosuccess on clue detection. It's obvious when you think about it: always allow players to find the clue that leads them to the next scene. But without having it spelled it out for them, many game masters seem to be happy reveling into their sneakiness and subtlety while the their players scratch their heads in frustration.
I suppose simulationists might make the counter argument that always finding the clue isn't realistic. Perhaps not but I'd much prefer to play in a world of TV detectives than the real world where so much goes unsolved. In the end of the day we are playing a game, a game about stories, and satisfying stories follow certain rules.
Favorite Inspiration for your game
Easy. Witch Hunter Robin. This anime series follows a teenage witch hunter operating in quasi-modern day Japan. Unlike most of her team she possess supernatural abilities herself, specifically pyrokinesis. There is a weird conspiracy angle to it also involving ancient witches, primordial gods, and genetic engineering. I've mined it for ideas for mortals hunting monsters to wizards or other beings operating on the edge of society. It is perhaps my most watched series. As a second inspirational source I use is music. Since I do so much horror and mystery these days, my favorite music to get into a plotting mood is the sound track to The Girl with the Dragon Tattoo. It positively drips with eeriness and dread.Favorite idea for merging two games into one
I've done a bit of thought on this lately. My big one has been merging parts of the Old World of Darkness and the new World of Darkness: Vampire: the Masquerade clans and politics in the Requiem ruleset and with a New World of Darkness toolkit mentality. Or Wrath: the Oblivion dropped into New World of Darkness perhaps with Sineaters, Geists, and Mummies.Favorite game you no longer play
Most games I love I expect I'll return to eventually. I've done so for the Amber Diceless Roleplaying Game and I might for GURPS someday. But I don't expect I'll run or play second edition Advanced Dungeons & Dragons again despite owning a lot of books for it. I don't love the rules and as I said last week I'm kind of burned out on dungeon fantasy.It remains a favorite (and secures its spot on my bookshelf while each year the 3rd edition section shrinks) because of its settings. TSR created so many evocative settings: Dark Sun, Spelljammer, Planescape, and more. I never explored them enough or tried to make them mine. So they sit there inviting me to play. Occasionally I'll dust one off and try to pull inspiration from it.
Favorite RPG website/blog
Hmm, a tough one. I visit a lot of gaming sites on any given day. Some are blogs, some forums, others company websites. I'd say of all of them I find RPGnet provides me the most ideas to consider.Favorite RPG playing celebrity Hmm, had to do a bit of research on this to properly weigh the options. I think in the end I have to go with Wil Wheaton if only for TableTop (I also have no issue with any of his acting roles including Wesley). Promoting gaming to the masses (or at least expanding the variety among those already playing) is a worthy endeavor, one I was willing to put my money into (for funding the third season).
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