In this episode, we have an interview with Rob Conely author of The Majesitc Wilderlands, We look at some extreme props for Cthulu, and finally we discuss RPGs that are exactlly RPGs,
Interview with Rob Conely author of The Majesitc Wilderlands
To be honest, I'm rather surprised that props aren't used in more games. As you point out, "Call of Cthulhu" has an established history of incorporating physical representations of documents and items, but the same techniques are equally applicable to any genre. Maps, scrolls, and magic items, can add an immense amount to fantasy games and take a relatively minor amount of effort. For science fiction games, the plethora of fan-made props for "Firefly" and "Serenity" provide some great examples of how even small touches can take immersiveness to the next level.
@Propnomicon - Your quite welcome and I hope that I pronounced the name of the Blog correctly. As far as prop useage goes, it does surprise me as well. I think sometimes it really all about mindset. I think Many fantasy games fall into the trap of Let's Kill everything. This sort of makes props less useful. Where as something like CoC tends to be more of a thinking type game. There a good prop provides a lot for the player or players to think about.
Submitted by SPAMLibArmy (not verified) on Sun, 01/10/2010 - 15:36.
I was linked from Propnomicon, and I really enjoyed the show.
The discussion of not-quite-RPGs had me remembering a card game from FFG, Cold War: CIA vs. KGB. We picked it up because it was a self-contained, non-collectible game for $25, which is pretty rare outside of Cheapass these days, but we kept playing it for the hilarity.
You don't quite get into the personas as much, except perhaps for the superpower of your choice, but the real fascination comes out in the gameplay. You're playing something akin to poker with people and organizations, which is great when you're paying attention. In the first game we played, the event was the Nobel peace prize ceremony. Guerillas killed the entire Government, but were then apprehended by the police. This left the prize squarely in the hands of the Russians... except that they threw away the chance so they could assassinate the American agent.
The turn after that, the Artists won the space race, and the American Phone Company and Trade Unions took over Cuba.
Comments
Source file?
Hi guys, I don't seem to be able to find the link to the MP3 file...
A belated happy new year to you all!
Sorry about that. Seems
Sorry about that. Seems something weird happened when I posted the file. You should now be able to find the link.
Glorious Obsession
Thank you for the very kind words about the blog.
To be honest, I'm rather surprised that props aren't used in more games. As you point out, "Call of Cthulhu" has an established history of incorporating physical representations of documents and items, but the same techniques are equally applicable to any genre. Maps, scrolls, and magic items, can add an immense amount to fantasy games and take a relatively minor amount of effort. For science fiction games, the plethora of fan-made props for "Firefly" and "Serenity" provide some great examples of how even small touches can take immersiveness to the next level.
Propnomicon's last blog post... Cthulhu Fhtagn! Schweizer Edition
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@Propnomicon - Your quite welcome and I hope that I pronounced the name of the Blog correctly. As far as prop useage goes, it does surprise me as well. I think sometimes it really all about mindset. I think Many fantasy games fall into the trap of Let's Kill everything. This sort of makes props less useful. Where as something like CoC tends to be more of a thinking type game. There a good prop provides a lot for the player or players to think about.
Not Quite RPGs
I was linked from Propnomicon, and I really enjoyed the show.
The discussion of not-quite-RPGs had me remembering a card game from FFG, Cold War: CIA vs. KGB. We picked it up because it was a self-contained, non-collectible game for $25, which is pretty rare outside of Cheapass these days, but we kept playing it for the hilarity.
You don't quite get into the personas as much, except perhaps for the superpower of your choice, but the real fascination comes out in the gameplay. You're playing something akin to poker with people and organizations, which is great when you're paying attention. In the first game we played, the event was the Nobel peace prize ceremony. Guerillas killed the entire Government, but were then apprehended by the police. This left the prize squarely in the hands of the Russians... except that they threw away the chance so they could assassinate the American agent.
The turn after that, the Artists won the space race, and the American Phone Company and Trade Unions took over Cuba.