#RPGaDay2015 - Day 18 - 24 Catchup

Post by Sophia

RPG a day 2015 - #RPGaDay2015

The novelty has faded off, but I'm still determined to see this series through. Let's catch up a bit.

Day 18 - Favorite SF RPG

That's, of course, the new Star Wars RPG line by FFG.

I wrote about this already at Day 6 but here's the gist: it's a narrative-focussed medium-crunch RPG with focus on cinematic action and long-term play.

Day 19 - Favorite Supers RPG

I really like Supers! revised which was originally written by Simon Washbourne and rewritten by Hazard Studios. It's a rules-lite narrative game which only uses six-sided dice. It's very versatile and has some good ideas. Creating NPCs is also fairly easy for the GM.

Another excellent game is The Supercrew by Tobias Rades├Ąter. It's more of an indie game but has an interesting mechanic. I'm not so much a fan of playing myself in an RPG, but that could be left out if wanted.

The game is presented as a comic which is also a fine idea.

Day 20 - Favorite Horror RPG

None, as I've never played one. It's not a genre I'm particularly invested in. I also don't like to watch horror flicks because I can easily get scared.

Day 21 - Favorite RPG setting

I'm stumped. Perhaps Earthdawn, it seemed cool the one or two times I played it. Shadowrun also looks nice, especially as there is setting information for Europe and Germany.

Day 22 - Perfect gaming environment

... is with a group of people I can trust.

Day 23 - Perfect game for you

The perfect game for me doesn't exist. But there are many games I like so it's not a problem, right?

My preferences tend towards the lightweight, narrative and abstract vein, but I don't like non-immersive techniques like the Fate compel. It's good if there are only rules for "conflict" (which encompasses social encounters, too) and not special sub-rules for "combat". I like resource management so there should be a hard choice on what to do.

Day 24 - Favorite House Rule

I don't think we use house rules explicitly at my gaming table. But everything that makes the game flow more smoothly is a plus in my book. I'm personally a fan of the "Rule of Cool": if you're unsure about a rule, choose what's most fun for you as the GM and the group.