* Awesome: I got a friend of mine interested in Primetime Adventures. He's talking about running a pilot soon. I'm hoping I can get him to do it at a time when I'll actually be available.
I've only run PTA once - it's an indy game, fairly small and not well-known, that is very much roleplay-based and that only uses minimal stats and draws of playing cards as the chance element. It very much depends on having a group of people who are willing to cooperate with each other and who are familiar with each other's goals and such - the person who "wins" the stakes of a particular scene is not necessarily the person who gets to tell how those stakes were won. It's very much collaborative storytelling, very much not suited for powergaming and munchkinism. I've only run it once as a pilot, and it was very silly, and it was a lot of fun.
* Not Awesome: So, thanks to my new schedule, I'm probably not going to be able to play with my usual group of friends, unless I can talk someone into switching their game into the middle of the day on a weekend (assuming that's even possible with our work schedules.) Argh, real life and your crazy curveballs. It's made worse by the fact that I've been well and truly alienated by the only local gaming group of any size - some of you probably remember me talking about that late last summer - and that cuts down a lot on the people I can ask to play with. Sigh.
* Somewhat awesome - I start running my SR4 game again tomorrow night, if that's possible! It's awesome because I missed the game, but less awesome both because of the aforementioned schedule issue that means I may not be able to run it after this month is done, and partially because I've done remarkably little planning for the big final encounter that we're coming up to. Need to e-mail a friend with some ideas... see what he has to say. I don't want it to be TOO lethal, but I don't want it to be too easy the way the last one was, either.
I've only run PTA once - it's an indy game, fairly small and not well-known, that is very much roleplay-based and that only uses minimal stats and draws of playing cards as the chance element. It very much depends on having a group of people who are willing to cooperate with each other and who are familiar with each other's goals and such - the person who "wins" the stakes of a particular scene is not necessarily the person who gets to tell how those stakes were won. It's very much collaborative storytelling, very much not suited for powergaming and munchkinism. I've only run it once as a pilot, and it was very silly, and it was a lot of fun.
* Not Awesome: So, thanks to my new schedule, I'm probably not going to be able to play with my usual group of friends, unless I can talk someone into switching their game into the middle of the day on a weekend (assuming that's even possible with our work schedules.) Argh, real life and your crazy curveballs. It's made worse by the fact that I've been well and truly alienated by the only local gaming group of any size - some of you probably remember me talking about that late last summer - and that cuts down a lot on the people I can ask to play with. Sigh.
* Somewhat awesome - I start running my SR4 game again tomorrow night, if that's possible! It's awesome because I missed the game, but less awesome both because of the aforementioned schedule issue that means I may not be able to run it after this month is done, and partially because I've done remarkably little planning for the big final encounter that we're coming up to. Need to e-mail a friend with some ideas... see what he has to say. I don't want it to be TOO lethal, but I don't want it to be too easy the way the last one was, either.