Review: Dungeon World

I’ve been introduced to a new game recently, Dungeon World, and to be entirely honest I think it’s the first game I’ve played in the last few years for which I have nothing but praise. All credit for introducing this game to me goes to my friend Mike, my usual supplier of arcane and obscure indie games (or at least games that seem arcane and obscure to me, until he points me in their direction of the internet).

For me Dungeon World is my new primary fantasy adventure game. If anyone mentions to me that they want to play a fantasy game or a dungeon crawl, Dungeon World is my new go to game. Hell, I’m tempted to use it for almost any game that lends itself to a group of adventurers who fit into classes or archetypes, with some modification of course.

It’s beautifully simple; first each class has a character sheet with everything you need to know to create or play the character printed on it, including your hit dice, the numbers you can allocate to which attributes, everything. It’s all on there. No trawling through books for spells or special abilities; people pick their class and make their character, and it’s all done in about 15 minutes flat.

But the things that really make Dungeon World my new system of choice and future life partner are still to come. Firstly, the sheet that the players fill in prompts them to make characters beyond the numbers and abilities they are choosing. It asks them to pick a build, and a style and a look, which means that those players who would normally just put the numbers on their sheet and give no thought to how their characters would act or appear are prompted to go that extra step and inject some real life and personality into their characters.

The second gem hidden at the heart of this system, something which I feel is really unique, is that it gives just as much support and page-space to the GM as it does to the players. Obviously most games have pages of rules which allow the GM to run the game, but often it’s the equivalent of handing someone a toolbox and asking them to build a shelving unit, but without any instructions as to how to go about doing this. Obviously, some people know how to do this from scratch anyway, and that’s fine for them, but Dungeon World provides the GM with his own rules and systems to go about building their world and running their game.

With regards to world building it provides sheets to fill in for GMs to use in planning their adventures, but put together in a similar way as the player sheets to encourage you to create a world, challenges and antagonists, but without just assuming you would know how to pull a story out of nowhere and put it together in a manner that plays well, which is an assumption I think too many games make.

Actually running the game is a very strange experience for an old school GM, but one that I now wish all games would embrace. Initially any encounter generally sparks off in one of your already created set-pieces, which you are prompted to create using the world building system mentioned above. These set-pieces have built in consequences for player actions, and built in antagonists and challenges, but all built in by the GM when they put the campaign together. Furthermore GM/NPC actions are generally only taken as a result of player actions. The bad guys don’t get their own initiative, they react only in response to player’s actions. Sure, if they lie in ambush or initiate a combat, the antagonists might make the initial attack, but there’s no roll to see if they hit the players. It’s the players who defy danger, and their roll decides whether they succeeded, failed or somewhere in the middle, and prompt the GM to make a further action.

To people who’ve been playing roleplaying games for a long time, it seems a strange system, but even to an experienced GM the dance of action and consequence between players and the games master really take a lot of weight off of your shoulders. You’re not single handedly running the whole universe like some kind of massively powerful next generation console; you’re simply sitting at the helm of the adventure, tugging levers occasionally and pressing the odd button, to prompt the machine that is Dungeon World to further adventure.

In short I cannot recommend this system enough; at its core it has something for everyone. It’s ideal for brand new players, as it’s one of the simplest games to pick up and play I’ve ever seen, while still having enough depth and complexity to fund sessions and sessions of play. It’s also well placed for introducing players who have only played more “crunchy” systems, such as any of the Dungeons and Dragons games, to games where narrative is more important that the powers written on your sheet. It carries over just enough elements from classic roleplaying games to avoid looking like a totally free-form adventure system, but isn’t constrained by any of the same issues that I find drag games like that into the dirt, bickering about weapon ranges and base attack bonuses. Finally, I think it’s a breath of fresh air for any GM; it puts some of the onus of running a game back on the players, leaving you free to really enjoy the adventure, which I feel is a feature lacking from most other games out there. Classically as a GM you tend to think of yourself as “running” a game for your players; I think Dungeon World is one of the few games in which the GM can really say he’s playing as well.

Dungeon World can be found at and I heartily recommend checking it out.


I’ve made a new year’s resolution. I’m going to start writing again.

I pretty much stopped writing a good few months ago now, I think for a number of reasons. I was generally on a low, not really enjoying my work situation, which makes it really hard to come home and write, and I’ve also found that I’ve been a little uninspired with the games I’ve been playing recently. I don’t know why, they’ve been good games, I’ve certainly got no complaints.

Regardless, I’ve made a resolution; I’m going to refocus myself and dedicate some time, ideally each week, to at least posting up a new blog on here. I’ve dragged an old laptop out of storage, installed a brand new, stripped down OS to try and avoid distractions and to allow me to write somewhere other than in the front of my main screen (I tend to get easily distracted), and I’m thinking of revitalising the site a little bit as well.

So anyway, in short, watch this space for more posts.

Scion: Fixed

I’ve played Scion a couple of times over the last few years, and, while the concept is one that I love and always makes me want to play it at the mention of its name, the actual execution of the game leaves something to be desired. When we first discovered Scion: Hero amongst the shelves of our local gaming store, we were pretty excited. From Exalted and World of Darkness we were pretty well associated with the Storyteller system White Wolf so loves to use in its games, and the idea of playing what seemed like a modern-day more streamlined and easier to understand version of Exalted seemed pretty exciting. However, in the first session our ship rapidly ran aground, when we ran across a number of problems.

Following here is a list of the house rules and modifications to the Scion system that I’ve found helpful when running the game, and hopefully solve some of the problems I’ve run across.

Character Creation
The first problem we ran across when playing Scion cropped up during character creation; namely that your character’s ratings in your magical attributes/powers is limited to (permanent Legend rating -1), meaning that when you build a character with 0xp, the maximum ratings they can possess in their supernatural stats is a massive 1. While I know some people will like the feel of only being sort ofsupernatural, for me it runs against the grain of what Scion is about. You’re young godlings; even at a low level it should feel epic, and I think having 1 dot being the max level of power just doesn’t provide that feeling. As such, when I’ve run games, I’ve done so with the following rule in place:

All Scions are created with a starting Legend score of 3 as standard. This is to represent at least a little time and experience with their powers and abilities, and results in a character who has enough experience to be assigned missions from gods and expect to complete them. If Storytellers want a lower powered game, where players have only just come into their powers and have had little chance to use them, then a Legend score of 2 could be allowed, but at default it starts at 3.

Epic Attributes
The second issue we experienced is the simple scale of the Epic Attributes. Obviously, the bonuses they offer start small, but because they’re on an exponential curve, they rapidly offer massive bonuses, which can mean even a small difference in the number of dots of epic attributes can result in massive differences in effectiveness, even to the point, at high levels, where there is little to no point rolling due to the difference in automatic successes. This problem also rolls over and has an effect on damage and soak, which I talk about below, but for the moment, I’ll just concern myself with the Epic Attribute system itself.

Epic Attributes do not add automatic successes; instead they add dice to the roll.

After all, everyone loves hefting huge handfulls of dice, and while, at high levels, it might be a truly ridiculous amount of dice, it at least keeps the power balance competitive. Invest in dice rollers people!

Damage and Soak
Okay, so because of the above issues with Epic Attributes, Scion’s damage system has evolved as a sort of broken version of Exalted’s system. More specifically, because characters with Epic Strength are not applying bonus damage dice but instead are applying automatic damage successes, it completely knackers the classic Exalted soak system, as traditionally soak is removed from damage dice pools before they are rolled, most often down to a minumum number of damage dice. If this was done in Scion, it’d be of no use, since Epic Strength would be added on post-soak doing a truly ridiculous amount of damage.

And so, in Scion, soak works differently as well; it’s applied after damage is rolled, which makes sense, since otherwise Epic Strength would remain unsoaked and pulversize everyone. But now we have a different problem; because the soak of most enemies needs to be of the level that it can effectively soak the damage of a character of a similar level with a decent level of Epic Strength, it means that soak values have shot through the roof compared to classic Exalted soak values, as damage has now done the same. The problem with this? Well, let’s say you’re a character without Epic Strength, and rather than 20 damage successes on a standard attack, you can expect maybe 5, 10 on a good day; the enemy with a soak of 15 is pretty much invulnerable to you now. Scion doesn’t have much of a developed combat system (when compared to Exalted’s host of charms), and so there are no options for working around this. You basically just can’t hurt the guy unless you’re real lucky, wheras Mr Epic Strength over there is doing damage every turn.

My solution to this is as follows (bearing in mind the above rule; Epic Attributes now add dice, not auto-successes):

Soak is applied to an attacker’s damage pool before it is rolled, reducing the number of dice in the pool on a one-for-one basis equal to the number of points of Soak a target has. This is limited to a minimum of 1 damage die, and cannot be reduced below this number.

Weapon Speed
Another issue that raised its head is that, using the Relic rules, it’s quite easy to create a weapon which has a speed of 1 or 2, which means that, in a game where most actions are speed 5-6, you’re taking an action around 3 times as often as everyone else. While this certainly sounds cool, especially as part of an occasional use power or boon, as an effect that is always active whenever you use the weapon, it gets a little ridiculous. As such, I always go with the following rule:

The speed value of an attack cannot be reduced below 3, regardless of source.

Restrictions in Choice; or Why I Prefer 4th Edition

I’ve written before about how I prefer D&D 4th to 3.5, and, at this point, I’ve played both enough to really have a feel for both systems. I feel like 4th Edition is simpler, but definitely more restrictive. There’s less freedom to mix and match abilities and classes, and to create something truly unique with the mechanics. 3.5 is a game that you could play in almost any fantasy setting; want a game where magic is rare and unknown to players? Then restrict it to certain classes and have everybody simply walking round, using feats and swinging their swords with max base attack at everyone. Same if you want to go in the other direction; magic users only game? Well, there’s a magic user for every possible eventuality and even just the standard wizard has enough variety in its spell choice to let you play a party of them without stepping too much on each others toes.

The same cannot be said of 4th Edition. Even with the classes that have had the most time to build up a variety of powers and feats, once again such as wizard, there is little room to have multiple members of the same class in the party. Sure, your Daily powers might be different, but 60% of the time you’re probably going to be using the same At Will powers. Even with the Essentials products or variant classes from certain sourcebooks, there’s just not enough choice regarding powers or change to the class’s base mechanics to enable multiple members of most classes in a party.

As an example of this, in my current 4th edition game, a new player was looking at his options for building a character, and was really interested in the class of Sha’ir, which I personally love and think is a great class for flavour that I’m glad they ported over from 3.5. However, we already have a classic wizard in our party, and when I looked at Sha’ir, all it really was is a wizard with a cool familiar and a few unique mechanics; fun stuff, but when it comes down to the session to session business, he’d be throwing much the same stuff out as our wizard friend.

But, I hear you cry, Sam, I thought you liked 4th Edition? And in truth, its lack of ubiquitous variety is actually the very thing I like about it. I don’t want my D&D to have the potential to be any setting with any combination of characters. I actually want my D&D to be just that; high fantasy adventure. If I want to play a game of badass wizards doing wizardry, I’ll play Ars Magica, or Mage (either the Ascension or the Awakening). If I just want to be a group of sword swinging adventurers getting by on their skill and wits, I’ll play Warhammer Fantasy Roleplay. However, if I want to be a diverse party of adventurers who go questing, with a wizard, a cleric, a fighter and a rogue, then I’ll play D&D, and, in fact, I’ll play 4th Edition, because it has plenty of options but only for doing the things that a D&D game should be about, and to be honest, I feel like I could do with more structure in my roleplaying games.

One of the most stressful things for me is when I play in a game with a million different options, because I’m one of those people that wants to find the best character for me in a game; I don’t want to make something and just go with the flow. I’d actually prefer to be able to do that, but what can I say, I’m something of a perfectionist. 3.5 is a game like this for me; there are probably a hundred books for that game, each with 5+ different classes or prestige classes in there, and I can spend literally weeks of stressful late nights pouring over books and pdfs, trying to find the right class or combination thereof, to make the character I want. With 4th Edition, I just take a look at the index of available classes and pick what I want to be. I can choose which type of that particular thing I want to be, but I can be sure that whatever I make, it’ll fit comfortably within those classic roles.

Everything else aside, I think it’s this quality that draws me to 4th over 3.5; it seems like a more directed game. It knows the experience it wants to give to players, wheras 3.5 wants to be, or at least ended up being, a little of everything, and not really succeeding at any of them, at least to me.

Recently, I’ve been lucky enough to be a player in quite a few games, which is something of a novel experience for me. In the past, I’ve been the much-lamented “forever-GM”, and so being a player in no fewer than 3 roleplaying games on a weekly basis is some pretty unusual. I’m used to running 3+ games a week myself, but I don’t think I’ve ever been a player in more than 1 game at a time, and I think this strange convergence of events has made something very apparent to me that I don’t think I’d ever really come across before; GM fatigue.

For those who’re unclear what I’m talking about, GM/DM/ST/Whatever Fatigue is, in truth, the gamekiller and is probably the number 1 cause of the collapse of roleplaying games, at least in my experience. It’s when the person who actually runs the game, creates the game world, keeps track of the course of the adventure and makes the world actually come to life gets, at best, a general feeling of ennui about the adventure they’re running, or at worst, comes to hate the game and world that they have to devote large amounts to time to keeping alive. You come to care less and less about your game and its world; you stop planning your sessions a week in advance and filling all your spare time and paper with notes, and instead your sessions become hurried things you slap together a scant half hour before your game starts. You’re no longer enthused to tell your story or make your world live, and in the end you tend to simply go through to the motions so that the weekly game that’s been running now for 6 months doesn’t die a death. And then it does anyway, because eventually you get to that session where you’ve got nothing planned, and you’ve got so little inspiration for your game that you can’t even come up with something new on the spot, so you tell your players that you’re taking a break this week, or you’re not feeling well, or your parents are visiting, or whatever excuse comes to hand.

Sometimes that’s it. Sometimes, you just need that little break. Sometimes you just need to think about something else for a couple of weeks, and then your enthusiasm for the setting bubbles back up. You’re watching a film and something a character does makes you think about how you could do it better, or it just inspires you to want to finally get to your climactic conclusion. You plan a session or two, fired up again, message your players, tell them it’s on again, and everything picks back up.

And then sometimes it doesn’t. Sometimes that first week break becomes two. You realise you didn’t write a session this week either, and since you’ve already skipped one week you’d rather not rush a session now. You’d rather take two weeks, but have a great session when you’ve had time to think about it. But then, you still can’t think of anything, you still can’t get inspired, so you push it back another week, and now your players are asking questions. They know what’s going on. Anyone who owns their own set of dice has seen it before. They’re enjoying the game, but they’re your friends too, so they don’t want to push. And so it ends, not with a bang, but with a whimper, as you all just stop talking about the game, and life goes on.

In my experience, GM Fatigue is a simple result of something as all consuming as world building being on such a demanding schedule as a weekly game, or even a monthly game, especially after your initial adventure idea has been used up. Once you’ve beaten the orcs threatening the village, you might have some vagues ideas about killing the orc king, or stopping the hordes attacking the kingdom, but it’s not as clear as the original idea any more, and it’s less exciting. You’ve just had your hack and slash, dungeon crawling fix, and so you either need to up the ante, or change what’s going on, or you’re just rinsing and repeating the same game again. So you move further away from your original ideas, the things that interested you about the game. It’s kind of inevitable.

So, why, you ask, have I started experiencing this so much recently? I think that, in truth, it’s because I’ve suddenly become blessed with so many awesome friends who’re volunteering to run games for me, and throwing ideas around for games, that it’s just easier for me (and some of my other friends as well) to hang up our GM hats. In the past, when I was one of the few people in my circle of friends regularly running a game, I felt that I couldn’t just give up on games, even if I, as a GM, was totally bored with them.

After all, there’d be no-one to take over. If I stopped running, that adventure, that slot in the week, that chance to get together with my friends and roll dice, would disappear. But now, if I decide to take a break (which I just have with one of my games that’s run for a few months now), one of my friends immediately steps up to run something else. It’s a pressure release valve that I just didn’t have before, and I’m not 100% sure whether it’s a good thing. Obviously, in general terms, it’s great. Having a circle of friends who share my interests to the extent that they’ll happily step in to run something is wonderful. But in a personal sense, I’m not sure if that release of pressure isn’t making me a worse GM. Am I missing out on experiences and great games that could go on longer, by taking the easy way out and ending it? Or am I just giving something it’s due and ending it while it’s in its prime?

If you’ve got any thoughts, please let me know in the comments!

Kickstarter; is it for everyone?

I got an email from White Wolf around Christmas time, letting me know that they had the release of another game-line in the pipeworks; Mummy: The Curse. Don’t get me wrong, I’m not on some inside track, I’m sure thousands of people got the same email. However, I had been looking forward to news about this gameline for a while now; it’s the first line from the World of Darkness series produced by Onyx Path, who are a group who have a truly nebulous relation to White Wolf that I’ve been trying to figure out for a little while now, and I’m quite excited to see what they can come up with. That, and Mummies are cool.

So, I cracked open then email as quick as I possibly could, to find a link to a Kickstarter, showing me all the various rewards and bonuses I could get for funding this project to completion. Now, normally, I’m quite a fan of Kickstarter. I’ve pledged to quite a few projects that I’ve either really wanted to see made or at least really wanted to get an early version of, and I really like the idea that creators can now cut out the middle man and go right to their potential audience/customers to get their funding. Great stuff. And I was completely ready to crack open my PayPal account to pledge £20 or so and (hopefully) get me an early version of the Mummy PDF or something along those lines. However, then I saw the rewards and was largely stopped in my tracks.

Firstly, and most importantly, if I want to get a copy of Mummy: The Curse, even a PDF copy, I have to cough up $25, which is pretty much just the same price I would be paying if I simply wait for it come out on DriveThruRPG (a great place to go to pick up your pdfs, by the way). Sure I’ll get some wallpapers (woo, like I don’t have enough of those already), and I guess I’ll be listed as a “Cultist”, but really it feels a bit stingy. Surely, if Onyx Path/White Wolf want our support in getting their project off the ground, they could at least give some real benefit to all those people who are going to be supporting them from the beginning and pledging their cash without even seeing anything of the finished product. Instead, WW/OP seem to be taking a cynical standpoint, only giving as much away for a pledge as it would actually buy that supporter once the product is out. It’s not even an early copy; at least it doesn’t say so if it is. This doesn’t feel to me like the creator/audience feedback loop that I’ve had from Kickstarter in the past, where a person who really isn’t sure their product is going to exist at the end of it is asking for help from their audience, but also giving that audience a bit of special treatment in return for their investment. This feels like something very different, and it was only later on, when I was thinking the idea over in that classic zone of ponderance, the shower (and yes I just invented a word, so what?), that I really hit upon what was bothering me.

What’s bothering me is that whether it’s White Wolf or Onyx Path funding the project, this isn’t a creator saying to an audience “we really need your help to get this thing going” it’s a big company, a company I actually like, but regardless a company none the less, basically saying to their prospective audience “we’re not going to take a gamble on this line guys, if you want it, put your money down in advance, cover our costs and then we’ll give you a product; a product that 5 years ago, we simply would have put into circulation for you to buy off of our own backs”. It’s asking supporters to shell out well in advance, for nothing more than the same product they would have got anyway, and you can bet this item would end up being produced regardless of whether this Kickstarter had met its goal or not. I mean, the delivery date for the product is February 2013; they can’t be using this money in order to support the writing of the book. It’s clearly already there. What they’re asking is for people to put their money on the table so that they as a company can be sure they’re going to make back their costs before really putting their hat in the ring with this product.

And what’s so wrong with that? On one level, nothing I guess. White Wolf isn’t the biggest company in the world, it’s not like we’re talking about Microsoft or IBM here. They’re probably struggling the same as most people in the current economic climate (don’t’cha just love hearing that?). Why begrudge them a chance to make some money without as much of the risk? I think my main objection in this area comes from the feeling that, to me, Kickstarter is about getting things off the ground that, without the support network of fans and interested parties, would never see the light of day. Big business wouldn’t touch some of these concepts because they just wouldn’t make enough money, or at least they don’t think they’d appeal to a large enough audience. But with Kickstarter that’s okay, you can go right to the people who want this thing and get your funding, and then everyone feels they’ve put a little something in to get out something they wouldn’t have had before. This Mummy Kickstarter really doesn’t have that same feel to me. This book would have come out regardless. Yes, it may have taken longer and people wouldn’t have got a lot of the little benefits that come from it, but they’re not asking for help to get something new and innovative done. They’re just using up the goodwill of their fans to avoid some risk themselves.

But then, what do I know; the Kickstarter just hit $75,199 out of $30,000, making them over 250% funded and they still have 7 days to go. Maybe I’ll just go take another look at the rewards…

Review: The Hobbit – An Unexpected Journey

Poster art copyright belongs to the distributor of the film, Warner Bros.
Poster art copyright belongs to the distributor of the film, Warner Bros.

I saw The Hobbit: An Unexpected Journey on Wednesday last week, and have been mulling it over in my head since. The problem with it as a film is that I am inevitably going to compare it with one of the best film series of recent years, everyone’s favourite, Lord of the Rings. And I don’t think it’s unfair to do so, after all, it’s the same people making the Hobbit and, as you will probably realise if you’ve seen it, it very much wants you to have seen Lord of the Rings before watching it. The problem with that is, however, that I’m not entirely sure The Hobbit stands quite as tall (hurr, hurr) as its predecessor.

Before I go to deeply into any flaws I feel the film might possess, I would first like to say that The Hobbit was an excellent, thoroughly enjoyable film that probably still rates among my top 5 films this year. It was as visually impressive as we’ve come to expect from these film-makers, and did a spectacular job of bringing the fantasy world of Middle Earth to life once again, and while I may have some gripes with all the extra material added into the film, which I will go into later, I loved seeing all the edges of the setting brought into the limelight (for instance, I’m yet to speak to anyone who didn’t love Radagast).

However, that said, I don’t think I can give The Hobbit a 100% approval rating. Firstly, I feel I need to point in the direction of its somewhat contorted story. While Lord of the Rings took a long story and kept it together in a continuous and tight trilogy, the Hobbit is really stretching to find material to fill the screentime. At around 2 hours and 50 minutes long, it’s certainly carrying on the tradition of long films, but I’m not sure that the source material really has enough interesting events and plot to fill all that time, and they’re very much reaching out to other books in the Tolkien mythology to fill the gaps. While this does mean that we get to see things that previous films may have only left to the imagination, the constant cuts away from what feels like the main plot to other events, often happening far in the past of the current story left me feeling somewhat disjointed. It’s like watching a film with all the scenes normally reserved for the DVD special edition included. Sure, it’s a lot of interesting and awesome stuff, but I can’t help feeling like I should be saying “yeah, I can see why they cut this out”. It doesn’t flow and constantly distracts from what feels like it should be the main plot.

Now, it could certainly be that I’m just mistaking Bilbo’s journey with the Dwarves to fight Smaug as the central plot, and in fact what is happening in the background is actually more key to what’s going on than I’m giving it credit for, but if so, they’re very much depending on the goodwill Lord of the Rings has generated for people to come back and see that payoff. I feel they definitely could have worked harder to make the extraneous scenes feel more integral to the film.

In addition, there seemed to be a lot of assumptions that you would know who these characters were from the previous films. Now, I don’t know how hard it would be for a person coming fresh to these films to pick up on who is who, since neither myself nor anyone I know has managed to avoid the LotR trilogy, and to be honest, I doubt I’ll ever know, but characters like Gandalf, Saruman and Galadriel are presented with little or no explination as to why they are figures of such importance in the mythos. Obviously, a lot can be picked up from inference, but I wonder if new viewers would be left a little lost as to who these characters are, and why the things they say are given such weight within the film.

If it feels like I’m just trying to find flaws within the film, don’t be surprised, because mostly that’s what I’m doing. The Hobbit is altogether an excellent film and does a great job of showing the universe of Tolkien’s mythology while still managing to have a central plot and story, even if it does seem to briefly go awry in places. The visuals are, as always, spectacular and while the film may rely heavily on its viewers having seen the preceding films, I’m not sure I can entirely criticize it for that. After all, if you haven’t seen Lord of the Rings at this point, may I suggest your first port of call should be a shop to pick up the trilogy (probably for the price of a cinema ticket nowadays…) and marathon that first.

In short, The Hobbit: An Unexpected Journey is great viewing. Dramatic, funny and interesting, it’s well worth the price of admission, although I’m not sure it really stacks up as well compared to its epic predecessors.

Also, Merry Christmas, and a Happy New Year!

(I’ll get back to talking about RPGs soon, I promise. I just need to play some!)

Getting the Gang Together

Does anyone else have problems getting their gaming group together? I’ve been playing roleplaying games for years now, and the capacity for trouble when assembling a group of gamers has never ceased to amaze me. Even now, when my gaming groups seem to be getting ever smaller, it’s almost impossible to get a regular weekly game together. It seems like getting just 3 people together for a session should be easier than assembling the monumental 7 people games I used to run/play in back in university, but, if anything, it seems harder to keep these small games running, possibly because the loss of even one player means that we can’t run the game that week, whereas 5/7 was a good turnout in the old days.

People call the day before, or even an hour in advance, or maybe just drop you a text.

“Hey dude, I’ve got an early start/late finish today/tomorrow, so I can’t make it tonight. Sorry!”

I can’t blame them, I’ve done it myself. Work builds up, the house is a mess, maybe you’ve even got family commitments (maybe even your own kids?!) or you’re just totally wiped out from shitty, thankless days at the office. Unless the game really grabs your interest, it can be hard to turn down an evening that consists of a warm comforting meal on your own sofa in front of some of your favourite tv/films/video games before collapsing into bed for a few extra hours, at least compared to the amount of sleep you’d get after hauling yourself back from a game late at night.

This has got me to thinking, am I asking too much? Sure, when all my friends and I were lazy university-going bums, it was easy for us to make the time. After all, we pretty much had nothing but time on our hands, even those of us that went to lectures. Admittedly, we probably should have been doing more work and less roleplaying, but still, we had anywhere 2 and 4 weekly games going on at that time, and there were few weeks those games didn’t run.

However, nowadays, almost 5 years on, that’s all changed. Most of us have full time jobs now, we’ve moved further apart (geographically) due to affordability and work, and, obviously, we have less time. It’s fine to head out to a game at 6pm on a weeknight if you’ve only been to 3 hours of lectures that day, but doing the same after 8+ hours of workday is significantly more challenging. On top of that, our games have started to begin later and finish earlier as well. What used to be a 6pm through to 11pm affair is increasingly becoming a 7:30pm to 10pm session, which now only manages to run about once every other week, rather than weekly. Maybe weekly games are just not a realistic affair in an, and I’m loathe to use this work, “adult” world?

Having spent a not insignificant amount of time on various internet forums that talk about roleplaying games, it seems to me the more common format in games for work-a-day chumps is a monthly, or maybe, if you’re lucky, twice-monthly game, potentially running for longer than I’m used to (sort of a roleplaying day than an evening session). Maybe this would work better in our now grown-up roleplaying world, allowing us to fit our gaming in on our increasingly rare days off, but ensuring that people can make that bit more effort to attend, with only the one commitment a month.

I think I might give it a go with my next roleplaying endeavor; perhaps less is more?