Every so often on twitter, as I scroll through the #ttrpg tag, I see a certain type of tweet. It’s always from an account with a game-studio-sounding name I’ve never heard of, something like Darkwood Games or Blathersplotch Studios. In the tweet, they announce an exciting new UNIVERSAL table-top roleplaying system! Finally! A system that puts YOU in control! You can do whatever you want with it! Be a pirate! Or a space captain! Or (insert third generic genre here)!
It always breaks my heart a little to see these posts, maybe straggling along with one or two likes. I add my own little heart icon, because hey, buck-up champ. We all deserve a shot, right?
Top Image: Concrete and Chains by Mark Molnar, 2013 © Fantasy Flight Games
Shortly after we arrived in the city, the word went out that we were to meet up with our new boss at a boathouse out by the riverside early the next morning.
There was six of us there that morning. Our new boss, Gregory Bamonte sat behind his desk, looking a little more under the squeeze than his slick reputation would’a previously indicated. See, Bamonte had a reputation for not lookin’ too close at folks. If you could do a job, he’d give it to ya’, no matter your race, color or creed.
A while ago I sat down with a few friends to play a round of “Community Radio,” an improv game by Quinn Murphy heavily inspired by the “Welcome to Nightvale” podcast. It was originally brought to my attention by bankuei, and in the interest of full disclosure, my friends and I are pretty big fans of all-things Nightvale related.
When people talk about roleplaying games, they’re talking about a pretty wide swathe of playstyles and genres that are pretty fundamentally different. I’m not going to re-tread all of it, but suffice to say that I’m pretty sure “Community Radio” is a narrativist game.