Hi there!

Hi there!

Hi there!

My US group have been running for some time now, and we had a discussion about the Debts, that my players and I find both limiting and unnecessary, so we decided to let them go, as they don’t provide anything for us, that we don’t already handle.

The question is if anyone of you had any experience with this? Is just letting them go okay, or did you find other alternatives?

Hello!

Hello!

Hello! Prepping for my first campaign with US after several years of running EotE campaigns. We’ve been doing stuff very narratively, so I decided to suggest we move to something more narratively focused and everyone agreed.

Typically, I do a lot of world-building for my campaigns. I run a custom setup for them that I called cooperative world-building, not too dissimilar from US’ character creation. Everyone went in a circle naming NPCs, places, etc and how they connected to both each other and to the players. Not necessarily building out plot per-se, but building up the world, crafting these key NPCs and places, and deciding on some basic motivations/goings on. That would always be our entire (3-4 hour) first session. From there, I’d figure out how things in the world would work, define new connections that were logically necessary, and decide how important events would unfold without PC intervention so I’d have some better ideas as to how things will advance in the campaign based on what the players do. Only THEN would I start to craft one bit of plot at a time, in more typical adventure-writing style (these turned into something akin to ‘clockwork sandboxes’ as I got better, where the players had a loose goal and almost unlimited freedom for accomplishing it). This seems to click pretty well with US’ clock/threat mechanics, where the only thing I cut out is that very last bit and just fly by the seat of my pants session-to-session for story.

Which sounds great, except that contrary to my typical approach US seems to heavily suggest you start playing in session 1 and keep the world creation a bit simpler than what I described above. Due to said prior experience I’m not totally confident in my ability to just ‘go’ based purely on the cooperative world-building we’ve done on the spot, and not confident the world will feel ‘complete’ enough without the ability to sit and think about the world for awhile after that first session.

Now my question. Am I worried for nothing? Should I go ahead and do character creation flowing straight into play, and just deal with the details after? Should I do some pre-prep of my own that I can use or throw out depending on what the players come up with? How much work to other GMs out there typically do with regards to building out their worlds?

Hey!I have a question about NPCs in Urban Shadows.I think it’s kinda hard not to pre-think about the plot that…

Hey!I have a question about NPCs in Urban Shadows.I think it’s kinda hard not to pre-think about the plot that…

Hey!I have a question about NPCs in Urban Shadows.I think it’s kinda hard not to pre-think about the plot that involve basic NPCs.Let’s say our group goes to a bar, they meet a barwoman and she is like whatever they want her to be like…but!Maybe i want to spice things up and let her take a more interesting part in the campaign, if i am not prepared to tell them the reason she is important, if i stuck at the critical moment, the moment it’s needed, the moment will be gone for good… i guess not all things in this game are created in real time.What do you guys usually do?Prepeare some parts of the story just for backup?Or let it roll and see what happens?

Hi everyone!

Hi everyone!

Hi everyone!

I was recently blown away by @fake_alex_blue’s simple yet genius idea on how to handle clocks in roll20 for The Sprawl, and I decided to ‘reskin’ the concept and make something more suited for a present day, noir-esque setting.

Also, I wanted to reduce the footprint of the original one a little bit (these should only be a 2×2 on the standard R20 grid)

Should you find them useful, you can find all the pngs here: https://drive.google.com/open?id=1bmwz5gi4TXOKryOnAhN8mhi9LUyehWwi

Turns out, they’re a blast to make, so any suggestion/feedback is super appreciated!

Do any of you guys play up the characters personal lives in your games?

Do any of you guys play up the characters personal lives in your games?

Do any of you guys play up the characters personal lives in your games? There really isn’t any pure gameplay incentives for that, right? Or am I missing something?

My Wizard has to summon a demon of forgetfulness for a ritual to protect his parents.

My Wizard has to summon a demon of forgetfulness for a ritual to protect his parents.

My Wizard has to summon a demon of forgetfulness for a ritual to protect his parents. How would you resolve a summoning in a way that creates exciting fiction? 🙂

Maybe suggestions for rolls and interesting complications?

Has anything come out of the Immortal and Dragon since the original playtest release to backers?

Has anything come out of the Immortal and Dragon since the original playtest release to backers?

Has anything come out of the Immortal and Dragon since the original playtest release to backers? I never heard about a revision or release, and I know the Immortal wasn’t well received…

Cartel is live on Kickstarter! ¡No Mames!

Cartel is live on Kickstarter! ¡No Mames!

Cartel is live on Kickstarter! ¡No Mames!

Wanna dive into some Narco-fiction stories a la Breaking Bad, The Wire, and El Mariachi? I’ve just launched a Kickstarter for my new PbtA game, Cartel! It’s an intense game (Rated M for Mature), perfect for creating dramatic, intense play at your table.

In Cartel, you play bold narcos, naïve spouses, and dirty cops tied to the Sinaloa drug cartel, trying to keep your head in an increasingly dangerous game of drugs, money, and power. Navigate complex and dangerous relationships, make desperate plays for money and power, and discover how far you are willing to go to hold on to what is yours. Buena suerte, cabrón.

Check it out here: http://kck.st/2FYj4t2

I am so proud to build on the work that Andrew Medeiros, and I did with Urban Shadows for this game. It’s grittier, darker, and more urgent, but it’s drawing on the same touchstones and ideas and pushing your characters toward dramatic situations that will feel familiar to any Wolf or Vamp on the streets of the City.

I hope you all enjoy it! <3

http://kck.st/2FYj4t2

A ready-to-roll city writeup for Urban Shadows – 1997 Manchester.

A ready-to-roll city writeup for Urban Shadows – 1997 Manchester.

A ready-to-roll city writeup for Urban Shadows – 1997 Manchester. Hope you get some use out of it https://burnafterrunningrpg.com/2018/03/05/manchester-1997-an-urban-shadows-city/

https://burnafterrunningrpg.com/2018/03/05/manchester-1997-an-urban-shadows-city/

Over on my blog, I’ve continued my series of one-shot advice with my own procedures for running effective Urban…

Over on my blog, I’ve continued my series of one-shot advice with my own procedures for running effective Urban…

Over on my blog, I’ve continued my series of one-shot advice with my own procedures for running effective Urban Shadows one-shots. Hope you guys find this useful!

https://burnafterrunningrpg.com/2018/03/02/urban-shadows-one-shots/

https://burnafterrunningrpg.com/2018/03/02/urban-shadows-one-shots/