Reflecting on past events is an important skill to develop. I have been wanting to replace my old and abandoned blog post series on deep reflections from previously ran systems with a format that is more digestible and likely more manageable for my feeble mind. In Against the Wicked City's post about GMing retrospective, they presented, what I thought to be, a quick and simple format for reflection.
Collaborative and narrative play are more my jam when it comes to roleplaying games. I like to leave breathing room for the players to be creative and inject something into the narrative within the confines of moral dilemmas and hard choices. Back in my Dungeons and Dragons days I made heavy use of skill challenges for action scenes as opposed to always using the combat game structure. This allowed me to confine my players to a particular situation whilst providing the aforementioned breathing room. However, I did find skill challenges had the danger of becoming too 'control panel' for my players so to rectify this I wanted to change the way players interacted with the mechanic and adapt to other d20 systems that use the 6 attributes but potentially not skills.
A system for playing science fantasy adventures in the future of old is the tag line for Hypertellurians. It is an RPG that conveys its sword and planet themes well through its use of flavourful character powers that, alongside the advancement system, encourage heroic play. However, the cohesion of the subsystems does not achieve a smooth-running engine for producing the types of stories it aims to help tell.
Dread was the first roleplaying system that I used as a game master and I recently had the pleasure to be a player of it remotely. My friend wrote a scenario that was inspired by an SCP article and it was an excellent time for all involved - I even died horribly to some freaky monster and like all good monsters I cannot begin to even describe it properly. Traditionally a game of Dread uses a Jenga tower and has players pulling a block for a given action should their character be under duress or working out of their skill. This lends to a beautifully tense table that blends perfectly with the horror genre that Dread lends itself too, however using a Jenga tower remotely is uncomfortable.
Plagued by dreams of mechanized humanoids descending into green cracks in the Earth is what originally inspired me to create the Lumbrik class for DnD 5e. I liked the idea of robotic or robotic adjacent heroes in a fantasy setting but I found the Warforged of Eberron to be a little mechanically bland - I suppose without the context of Eberron they just feel like any other race in DnD 5e to me. Due to the incessant violent coughs and ejection of blood from my throat caused by contact with Dungeons & Dragons - yes, I know I should have it looked at - I decided to port over my custom class to The Black Hack so that I could use it again.