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May 12, 2004
You Had To Be There
Kip Manley leads you through a war story. Be sure to read all the way to the punchline; the last paragraph is worth the price of admission. I've had moments like that as a player and a GM, and Kip's right: that's a big reason why I play.
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Comments
".....and it all snicked into place"
wow
Posted by: Arref at May 13, 2004 9:27:42 AM
So...
...what, uh, what game were they playing?
Tom
Posted by: Tom at May 13, 2004 12:48:23 PM
Not to lift the curtain too terribly much, but the system, as I understand it, is a homebrew that's been steeping in ragged notebooks for over a dozen years now; Strange Voyages, I think it's called, and you'd have to ask John or Dawn or Becca or Aaron more about it. Me, I'm one of those awful people whose first move as a GM is to toss the rulebook out the window; I tossed the dice out the window along with it, but then a while back had second thoughts and went out and fished them back up so I can pull them out on special occasions. So I let Becca stat up the Guard, my character, and cheerfully play him as if those numbers don't exist. (We maybe roll the dice once a session, or twice, so that's easily enough done.) —The setting is far-future post-Singularity-collapse, hence the strangeness, and is almost entirely due to Becca, whom I fear I have given short shrift indeed with my crack about "loosely benevolent direction." She's a fiercely excellent GM. And the Spouse (who plays Burhan) is quite right: it is a darned shame I didn't manage to work in how Burhan's dog, Lutfi, proved the Guard has a soul. (This was of some concern at the time. —Keep in mind that what was written isn't even one-sixth of what's gone on, and that's another reason why gaming is so intoxicating, but if I start on that I'll sputter something obtuse about fractals and we'll never get anything done.)
But: thanks, Ginger. Always good to know one has been of service.
Posted by: Kip Manley at May 13, 2004 10:51:58 PM
