It ended up taking me three or four hours, yesterday evening and this morning, to make my Realm.
I started with an old bit of hex paper (from memory, photocopied from the back of the Wilderness Survival Ground in the late 80s), and marked out my 12 hex x 12 hex area. Then, at every point where...
A week or so ago I bought the Mythic Bastionland PDF, after a few people whose opinions I respect said good things about it. The publisher website <Mythic Bastionland Hardback Book (plus PDF)> gives a general overview:
In Mythic Bastionland you are a company of Knights sent to explore a Realm...
Sometimes we might observe that sex takes place - eg when Sir Gerren was seduced by Lady Lorette during a hunt - but we're not interested in describing any details. I think I would find that a bit weird, to be honest.
In Rolemaster and Burning Wheel, this is Seduction. (I think also in...
I'm not familiar with the source material, but based on your account of it my first thought was Burning Wheel.
Or for a pretty different experience, but one that is definitely S&S and support episodic play with a mix of new and recurring characters, In A Wicked Age.
Lots.
The approach that I use the most is from the Burning Wheel family of games - PCs have relationships (purchased in character buiild, or acquired during play), and also have a Circles stat which is what is rolled to try and meet a helpful NPC.
This BW play report shows both relationships...
It's looser in campaign structure, but tighter in resolution framework, than Pendragon. As you may have gathered, I love it!
When my group plays, the general vibe is Burning Wheel-lite. (And mechanically that is much lighter.)
@zarionofarabel Have you ever played Prince Valiant. I think it is Greg Stafford's true masterpiece, although I know most people put Pendragon into that box.
Romance has figured in a lot of my RPGing, although not normally as the central focus. How it's handled depends on system.
For instance, in Prince Valiant it's based on Glamourie checks and/or the use of the Incite Lust special effect (here are some examples...
I've run many RPGs with no prep.
But for a pick-up game, I would go for In A Wicked Age. It bundles setting creation, character creation and establishing situation into a single, fun, group process.
I can see that. But the player might have to have their PC do something or undergo something that explains what is happening: so being stabbed by a random commoner may not be enough; but being stabbed by the Guildmaster of the GH Assassin's Guild would be different.
Or if we're thinking about...
I agree with this.
I agree with this too.
In the example that originally started this tangent - a person ignoring the warrior attacking them in melee in order to strike at a dangerous foe 30' away - I don't see any difficulty reconciling that with the hp mechanics. The person is being attacked...
In Burning Wheel, connections between PCs are established mostly as Beliefs. For instance, when my friend and I built PCs for a game, my PC (Aedhros, an embittered Tolkienesque dark elf) had the Belief Only because Alicia [my friend's PC] seems poor and broken can I endure her company.
The...
Yesterday evening I bought copies of Alice is Missing and Deathmatch Island, as gifts for a family member and a friend.
The shop also had a discounted copy of the Middarmark Gazetteer, which I picked up for myself. (Up until now I only had it in PDF. I like having hard copies of my Torchbearer...
I don't know how hard or easy it would be to do a S&S version of 5e D&D.
But I don't think that there is anything about RPGing per se that makes it hard to have S&S RPGing.
In Prince Valiant, by default everyone plays a knight errant. There are two ability scores (distribute 7 points between Brawn and Presence) and 13 skills (distribute 9 points across them - with at least one rank in each of Riding and Arms). That's how we ended up with two very similar PCs (as...
For me, it's not necessarily collaborative PC creation - or, at least, not in a strict sense. But the starting situation has to have some sort of narrative coherence, vis-a-vis the PCs that the players have created. And the players are pretty central to ensuring this.
The further details are...