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  1. Jay Murphy1

    Friday Musing: What If It Wasn't War Games

    Not everyone likes getting hit in the face. Roleplaying forms which are physically real will have less combat just for the practicality of no one getting hurt. You can do the most violent things in a ttrpg which would be impractical, impossible, and dangerous in any other form. ttrpg allows for...
  2. Jay Murphy1

    Friday Musing: What If It Wasn't War Games

    Roleplaying games were developed so you could play a character in a living, fictitious world. The creators were a fan of fantasy fiction and violent action is pretty central to popular fantasy fiction. Combat was an important consideration because many people looking to play a fantasy fiction...
  3. Jay Murphy1

    Friday Musing: What If It Wasn't War Games

    I was thinking more of practicality, people actually sitting at a table playing games, all in the same room. And when enough people who got it were available it moved into a more private laboratory. But once Arneson and Gygax were happy with the "final" product, and correct me if I'm wrong this...
  4. Jay Murphy1

    Friday Musing: What If It Wasn't War Games

    Good point, the play context. Highlights why the wargame scene was the place for ttrpg's to get created. The play context was practically screaming you need to try out this ttrpg idea. SCA and historical reenactment scenes lacked the play context for such an idea to take root and flower. But say...
  5. Jay Murphy1

    Friday Musing: What If It Wasn't War Games

    Who is in the space shapes the ideas, for sure. If you stray from the wargaming table you stray from the ideas being discussed which would lead to ttrpg. How is characters in a historical context more welcoming to LGBTQ+ folks than say characters in a-historical context, like a character or...
  6. Jay Murphy1

    Friday Musing: What If It Wasn't War Games

    How would it be more inclusive? Like, I'm not a ren-faire fan or have no interest in wardrobe or historical representation. How would I find myself to a ttrpg table in this situation? and wasn't the second generation of ttrpg's generic systems? The first ttrpgs were very specifically geared to...
  7. Jay Murphy1

    Friday Musing: What If It Wasn't War Games

    IF ttrpg's came out of sci-fi fandom I would expect the play to be scripted. I don't see ttrpg's coming out of SCA groups because static structured play is not a priority in this group. Kinetic action and physical play are. TTRPG's coming out of SCA would be like movie criticism originating out...
  8. Jay Murphy1

    GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better

    "The game is not interested in simulating superhero physics, it's combat is focusing on other aspects of it." This doesn't even make sense. Much like GNS theory, it is a bunch or words being thrown around that don't describe really anything.
  9. Jay Murphy1

    GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better

    Once again, a proponent of GNS is asked to explain it, and they can't.
  10. Jay Murphy1

    GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better

    And GNS was written by a guy that says playing dnd actually gives you brain damage. So written by a hack.
  11. Jay Murphy1

    GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better

    I have not heard a logical explanation of what the theory actually is, how it is tested and the conclusions drawn from. As far as theory goes GNS is lacking the basic underpinnings of theory. Hard to call something a theory when no agrees what the terms actually mean.
  12. Jay Murphy1

    GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better

    GNS Theory is just another way of stating game preference, like dnd or not like dnd. Dressing it up in jargon and calling it a "theory" is laughable. What is even the theory? There is no means of testing any of the tenets of this so called theory. Theory indicates logic and scientific method...
  13. Jay Murphy1

    GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better

    Yeah, so narrative means "I don't like combat much, and Simul means I hope the game is like dnd.
  14. Jay Murphy1

    The GM is Not There to Entertain You

    Here are my criteria on what would make a “Great GM”. They enjoy interacting with a wide variety of people. They are great conversationalists, enjoy being around other people, fairly laid-back and easy to get along with. Tend to reserve judgment. Instead of making a decision or committing to a...
  15. Jay Murphy1

    GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better

    " While often simulationist (in combat) and narrativist (elsewhere) to play to the respective strengths and game expectations of each, there are gamist underpinings to just make it work smoothly and in a streamlined way. Take a look at the feature/spell recovery model. " This does not look like...
  16. Jay Murphy1

    Hero Games' Hudson City: The Urban Abyss

    I've taken Hudson City over and use the book as my game's campaign city - Capitol City. The game I have been playing is not even a Champions game. Its an original supers universe using MEGS as the game system. Point is, if you have a good idea what you want your grim, east-coast city to be like...
  17. Jay Murphy1

    What does it take / how long does it take to "get into" a character?

    The old school superheroes game TSR's Marvel and Mayfair's DC Heroes were using "Fate" points in the early 80's. Excellent mechanic for the genre. DC Heroes called them Hero/Villain points and the Marvel game called them Karma points. I don't know if it was true for Marvel but Hero Points for...
  18. Jay Murphy1

    What does it take / how long does it take to "get into" a character?

    Three sessions and I get a good handle on my concept in play and enough has gone on in three sessions to feed my imagination and connect with the game world.
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