Leverage - The Role Playing Game
Over the last few years, I've had the chance of playing a few sessions of Leverage :RPG as well as some other Leverage-inspired concoctions from a few friends.
Even though I had never seen the show (we don't get TNT in Quebec if we don't sprain an extra monthly fee) I've always had a blast and the engine really has me intrigued - it was rather simple and barely comprehensible.
It had little crunch, yet added lots of flavor. It felt chaotic but provided great fuel for imagination and creativity.
Written by Eric Maziade Friday, 16 March 2012 10:15
In a little twitter discussion with the fine folks at RetroNouveau, an argument broke over whether it was an axe or a lever that was used to open the drawbridge at the end of the classic Super Mario Brothers levels.
Bruno Georget came up with shattering proof that it was an axe, while Dominic Bourret felt that an axe was an element that was ill-fitting in Mario's world.
I used my super-kung-fu-CSI-Photoshop mastery to enhance Bruno's proof and discover the real, actual, 100% not made-up proof.
(Click the picture on the right)
Last weekend, at the 5 th installment of the Roludothon - a quarterly social gaming event in Montreal, I've had a change of trying out Dread.
Dread is a very different breed of RPG than any I've ever encountered - its core mechanic revolves around Jenga.
D&D Birthday Party
DMed for a group of 12 year-olds this week-end.
I had already been DM for them 2 years ago and have been trying to schedule something with them ever since. This game was a birthday request from the birthday boy himself – a request I find myself very happy to oblige.
I decided to run a quick level 1 scenario from the Chaos Scar (you can find it Chaos Scar D&DI) a simple kill evil creatures scenario.
Before we start the game, birthday boy told me:
Learning to play Mouse Guard has me figuratively standing on my head, my feet helplessly flailing in the air in desperate attempts of achieving that sacrosanct performance level I always strive for.
Truth be told, from my understanding, Mouse Guard plays in the exact opposite way I have ever played RPGs.
MG is not exactly about you playing a character that reacts to its environment - its about you and your buddies working together to build a story.
This should - and could - be my holy grail for sharing narrative control.
But it seems that it also wants to be some sort of torture device aiming to make me feel inadequate at something I used to feel I was good at.
Kind of like high school.