Deep Dive: A|STATE

We’re deep into a campaign of Handiwork Games’ second edition of a|state here with no signs of stopping. I was just about to leave Forged in the Dark games behind but a|state convinced me to stick around awhile long. Let’s dig into how a|state redeemed FitD for me. a|state is available in PDF from DriveThruRPG… Continue reading Deep Dive: A|STATE

Deciding What To Care About

Part 3 of ? in the Cultivating a Storytelling Mindset series The hardest thing I ever ask of a player is to decide what they're going to care about. Some games tell you what to care about, right? You’re dungeon delvers, so you’re supposed to care about the treasure. Advancement is a strongly implied goal… Continue reading Deciding What To Care About

Deep Dive: Impulse Drive

Last week I talked about how I’ve finally jumped into the deep end of the online roleplaying pool. The game we’re playing is Adrian Thoen’s Impulse Drive, a Powered by the Apocalypse game in the spacefaring scumbag genre. It’s the first of many games I’ve played that has really captured the kinetic romp I want… Continue reading Deep Dive: Impulse Drive

Raise a Flag

The Character Arc advancement system, one of the more notably post-trad mechanisms of this Invisible Sun game I’m running at home, has me thinking about flags. That is, the stuff the players share with the table explicitly as “yes, this, I want more of this thing.” It’s a fundamentally authorial tool. Anyway, our current game’s… Continue reading Raise a Flag