Dreamation 2010 was frickin’ awesome.
Cowboys With Big Hearts needs some GM advice and structure. I’m thinking: To “unlock” your Keepsake, at any time you have a flashback tying you to the orphans. Until then you can’t use it. Or maybe you have to tie the keepsake to the orphans in the flashback. That might be fun. Then it is color scene/big conflict/color/big/color/showdown. So maybe: Phoenix / Apaches / Train robber friends / rockslide / weirdo preacher / Death Brothers (that was the Dreamation game), with stuff slotted in as a GM prefers, with many options. I don’t think the rules can be well presented on cards.
Medical Hospital – procedure timing was wrong, wrong, wrong. Trauma doesn’t work right. You need to be able to earn Pull in roleplaying scenes (by hitting the A-Plot maybe?) but I want to avoid state tracking so badly! If the RP game can stand alone like the arts-and-crafts game can, that is a good thing. Big thanks to Eric, Witt and Laura who “got it” and really chewed the scenery. The game is cluttered with stuff, which I need to think about. Lots of bits swirling around. Viz the RP half of the play space:
My interest in structured freeform is rekindled. I want to write a larp now. I want to play in a larp now, perhaps before writing one. A conversation with John S. and Frank M. really got me thinking about how to port what is good about what I already do to a different medium.
Seven sessions of Fiasco were run – three by me – and it wasn’t enough. I’m so grateful for the warm reception the game has gotten. I’m also happy that I can run it endlessly and not get tired of it. I couldn’t run three games of Grey Ranks that way, or The Roach.