The 100 is a post-apocalyptic TV show with an intriguing premise: Survivors of a global nuclear apocalypse have stayed alive in a space station for generations. They believe the planet below them to be uninhabitable until they send group of 100 juvenile delinquents to ground, who discover that they’re not alone.
The 100 invites criticism. Somehow humans stayed alive in space for generations without any muscle degradation or loss of bone mass. Finicky technology keeps working for decades without fail. Almost everyone is hawt. You get the idea.
But it’s also a show that provides lessons for running a campaign in a setting where scarcity pushes factions and individuals into repeated conflict. Five seasons in, here are a few of the things about the show that fascinate and inspire me as a GM: Read more
The other day I came across a post in which a tabletop RPG beginner was seriously stressed out about finding the right game. He had obviously read more than a few “this game is broken” comments and didn’t want to accidentally pick a “broken” game when introducing the concept of tabletop roleplaying to some classmates. His concern highlights a problem that pervades online discussion of tabletop RPGs, which is that we tend to confuse our quest for the ever-elusive “perfect” game with how people actually play games in the wild. Read more
I Am On a Curiosity Voyage
Wizards of the Coast (WotC) released the 5th Edition of Dungeons & Dragons on a rolling schedule in 2014, starting with the beginner boxed set in June and culminating with the the Dungeon Master’s Guide in December. In the four and a half years since then 5th Edition has obviously put Dungeons & Dragons back at the top of tabletop roleplaying sales. It’s undoubtedly selling well, but how well?
I wanted to dig into this question a bit to satisfy my own curiosity. Note that I’m not an industry insider, and I only had access to publicly-available information. That said, I have wherever possible avoided anecdotal evidence in favor of hard numbers. Please also note that this is not an examination of the subjective qualities of the game itself. Whether 5th Edition D&D’s rules are wonderful or terrible in relation to its forbears is a question outside the scope of this inquiry. Read more
Today my barber told me the story of how he and his wife traveled across the country back in 1969. He recounted every city they went to, in sequence. He told me the names of the hotels they stayed in, and what specific part on their VW bus needed replacing when they swung up to Montreal.
I’ve been a steady client for years, and the precision of his memory astounds me. I can’t remember what I did last Friday, and he can recall what day of the week it was when he watched the moon landing on TV. His powers of recall are mind-boggling .
Degenesis: Rebirth is a visually astounding, sumptuous, two-volume, 704-page passion project — a richly-layered, horrific, intrigue-riddled, techno-mystical post-apocalypse Earth that feels like it was discovered rather than created. This is truly a game for players who enjoy being immersed in a deep, artfully-revealed setting. If you are looking for flashy system innovation you’ll have to look elsewhere, but the straightforward KatharSys mechanics incorporate some clever touches and are well-suited to the tone of the game. Read on for more details.
I’ve run several post-apocalypse campaigns over the years, using a variety of game systems:
- Gamma World — gonzo mutant jackrabbits and all
- Aftermath! — 20 years after a nuclear war, using my hometown as a setting
- Twilight: 2000 — the default WWIII-is-petering-out setting
- Basic Roleplaying — zombies take over America in multi-generational campaign
- Apocalypse World — small, isolated enclaves eke out a living, avoiding poisoned skies and other enclaves
- NEMESIS — WWIII-has-just-ended journey across the remains of America
- Mutant: Year Zero —the NEMESIS campaign extended forward by three generations
Along the way I’ve learned a few things about post-apocalypse settings and running campaigns in them. Much of that education has come the hard way, through trial and error, and I’m certainly still learning. As with any GM advice, your game is your game, and some or all of this may not make sense for you and your campaign. So take it as food for thought. With that in mind, whether you’re already game mastering a post-apocalypse campaign or are in the planning stages hopefully some of these suggestions will be helpful. Read more
When I first started playing Dungeons & Dragons in junior high school, it was mind-blowing just to be able to take on the role of a Corum (yes, I was that unoriginal) a sword-wielding fighter who took on orks and skeletons. Leveling up and making Corum increasingly powerful was very gratifying. At a time in my life when not all that much made sense, D&D gave me the ability to confront and overcome challenges using my knowledge of the game, my wits, and the assistance of my friends. That was all I needed from Corum.
As I moved into adulthood, the lens through which I viewed RPG characters changed. It wasn’t anything conscious, but as the range of emotions I was allowed to express in my daily life became constrained, I found myself increasingly interested in exploring the inner lives of the characters I played. Read more
Thinking About the Unthinkable
If a biological armageddon hits the United States, how do vaccines reach Americans quickly? In the event of a nuclear war, who gets the word out about who is in charge and what laws are being enacted?
If you’re planning backstory for a post-apocalypse campaign, these little details can add to the verisimilitude you’re trying to invoke. They’re even more useful if you’re planning a near-future apocalypse-in-progress campaign. For example, when the zombies take over, where’s the President of the United States hiding out? As the GM it’d be good to know, right? Read more
What’s a One-Shot?
A one-shot session is a stand-alone game session not meant to be part of a larger campaign. It’s a low-risk way to give a new game a spin without the investment of a campaign. If the group doesn’t like the rules or the setting, it’s no big deal; you’ve learned more about your group’s preferences, which is a good thing. Read more
Yes, Florence is often referred to as the birthplace of the Renaissance. Yes, it’s the home of the Medicis. Yes, it’s littered with epic works of art, from Michelangelo’s David to Botticelli’s The Birth of Venus. Yes, you’ll walk under the Duomo and across the Ponte Vecchio, you’ll stroll down narrow cobblestone alleys and through marble-tiled museums.
But that’s really not why you should visit Florence. Read more