RPGaDay #12, #13, #14

2 minutes


I missed a few things as I had a busy weekend, so here are all 3 days combined.

Day #12’s question was “Which RPG has the most inspiring interior art?”

Hands down, this is Numenera by Monte Cook Games. Their art is phenomenal and really sells a fantasy world of high-technology, weird creatures and nigh-on unimaginable locales. It’s so rich with details and diversity that it’s hard not to find it inspiring, and in fact, this isn’t just limited to Numenera - all the artwork Monte Cook Games commissions is excellent - art from The Strange is fantastic, as is Gods of the Fall, and the previews coming from Invisible Sun are blowing me away too.

Day #13’s question was “Describe a game experience that changed how you play”

I can’t really pin-point any one session that has done this. There are plenty that have just been same old, same old, but equally there have been moments in every game that have been a learning experience both for how I play and how I run a game.

Every game I’ve played has been an opportunity to learn from my GM about running a game and from my fellow players about how to play better. Every game I’ve run has been one of learning how to best present a fun game and satisfy my players, and to get feedback on how I’m doing and learn what I need to improve.

I guess a big eye-opener for me though was playing some non-traditional story games for the first time. The first time I played Fiasco my mind was opened to an entirely new way to both conceive of and implement games and narrative. It was a while ago and I consequently forget any details, but the lessons remain.

Day 14’s question is “Which RPG do you prefer for open-ended play?”

The thing is, I play pretty much ‘open-ended play’ more or less exclusively, and I’ve played that using many, many different systems. I guess any work, though some systems designed around a fixed, finite narrative (like Psi*Run or Fiasco) obviously don’t lend themselves well to it.

Generally my go-to system is Numenera or I guess generic Cypher, but that’s more familiarity than any innate ability to promote open-ended play.

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