Tag Archives: Riggers

Why Does One Venture Into the Waste?

One of the new games I’m running with my local is a post-apocalyptic actioner that has the working titles Warlords of the Wastes. First: yes, I am aware it needs a better title. But beyond that, I am running it … Continue reading

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Mission Creep, Mission Crawl

Last post, I shared with you my offers for the two groups that will continue the Riggers playtest. There were two games left on the floor: Mission Creep, Mission Crawl and the Vanguard. Which makes me sad, because I was … Continue reading

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Edge of Inspiration: Rigging for Running

As I mentioned in my last post, the Riggers playtest is going well, but Dream Riggers has woken. I have to admit that I was getting into the creation of the campaign, but the results at the table dulled that … Continue reading

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Too Many Riggers to Dream

From out of the mists of too much work I have emerged. My two concurrent courses are done and I am down to one. I am hoping that I’ll have more time to write and game, so hopefully you will … Continue reading

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Abstractions – When is a Bullet Like a Baby?

I was talking about damage and stress in the last post, and I wanted to continue to talk about the problem of abstraction and “damage” in a role-playing game. I design games with pretty abstract mechanics. These mechanics generally model … Continue reading

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Damage and Stress – Blowing Up Your Mind

My group and I have had a lot of discussions recently about the abstraction used for Stress/Damage in my┬ánew game, Dream Riggers. It’s led to a few long emails to explain my intention and thoughts, and it’s something I’ve never … Continue reading

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Dream Riggers Are Go

First run of Dream Riggers went okay. On the story side, I did the silly thing of trying to begin a game with a social encounter. For me, that never works. Every single one-shot I’ve written for Nefertiti Overdrive starts … Continue reading

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