Role Playing Games
Role-playing games are a delightful way for a group of friends to
invent stories together. These are the ones Ive been
playing regularly in the past ten years or so.
Ars Magica
The Amurgsval web site
was originally created around our long-running Ars Magica campaign.
The Ars Magica Mailing List is available in two flavors, instant and
digest. To subscribe to the instant list, send the command 'subscribe
ars-magica' to majordomo@CSUA.Berkeley.EDU.
To subscribe to the digest, send the command 'subscribe
ars-magica-digest' to majordomo@CSUA.Berkeley.EDU.
CSUA is also home to the main FTP site.
Ars Magica is pretty popular across the globe, given that there are
Web pages all over the planet. Take a look at Project Redcap, Mythic
Perspectives, and Atlas Games.
Shadowrun
Our gaming group started the Twilight
Brigade Shadowrun campaign after we ran out of ideas for
the Amurgsval game and after years of evading the modern
paradigm, we got into the thick of it with cyberpunk!
Shadowrun is put out by
FASA Games, but you're likely to
get better information at Shadowland or the Shadowrun Archive,
and there are some Shadowrun-related mailing lists at Deep Resonance.
Feng Shui
Feng Shui is a
delightful role-playing game centered around the world of Hong Kong
action films. The systems simplicity appealed to me a great
deal it makes it easy to get the game mechanics out of the way
so I can get to the stories I want to tell, and encourages the players
to help fill in the details of the world. (Of course
theres a chandelier to swing from in the bar...) Our Feng Shui section of the site has a lot of
conversion to other systems such as AD&D-esque high fantasy and
Star Wars.
Champions
The best superhero role-playing game Ive found. The character
creation system is very flexible and powerful, but is best wielded by
someone who knows the system and is comfortable with algebra. Hero Games, the creators of
Champions, has a very nice program called HeroMaker to help with the
details. Players only need to keep track of their own characters
(often with the help of friends who understand how to use the
system well but without playing really dirty tricks), but gamemasters
have their work cut out for them: creating all the non-player characters
is a lot of work, and it takes a fine touch to avoid having the superpowered
combats take hours to resolve half a minute of superheroic battle.
Copyright © 2002 Max Rible All Rights Reserved.