Group Up

This entry is going to be an absolutely blatant attempt to see if I can get some interest in games I would like to run, or at least try out. These ideas have been running through my head for days, or weeks, and I’m hoping that if I can’t at least get some interest, at least I can get them written down so I don’t lose them.

So, I’d like to run a game. Hell, I’d like to run several. Gaming is not a new hobby for me; I’ve been doing it since I was 12 or 13, and for much of that time I’ve been the guy running the games. I haven’t had a chance to get much gaming in lately, both with personal issues and work issues and occasionally school issues getting in the way. But I’d like to get back into gaming, and so with that in mind, I’ve got at least 4 solid ideas for one-shot games at the least, all of which have the option to expand into longer-running games.

Star Wars: Edge of the Empire: it’s no surprise that Star Wars is high on the list. A couple years ago, a new company, FFG, picked up the RPG license for Star Wars (they also do the miniature games for Star Wars, X-Wing and Armada, as well as the Imperial Assault board game), and split up the universe into three games: Edge of the Empire, where you play  people living on the edge of society – from bounty hunters to colonists, smugglers to explorers – in the Star Wars universe; Age of Rebellion, where you play Rebels in various roles fighting a hit-and-run war against the vast Empire; and Force & Destiny, where you play Force-sensitive characters, like potential Jedi, trying to survive in a galaxy under Imperial rule. I have all three, but I’m fondest of Edge of the Empire. What I’d like to do, ideally, is run through the beginner’s boxed set adventure, with 4-6 pre-generated characters, to get a feel for how the system plays and how Star Warsy it is, and then if people enjoy it, continue on with either the same characters or new ones as they enter the larger Star Wars galaxy. More info on the basic Edge of the Empire game can be found here, and the beginner’s game info is here.

Masks: Masks is a game about playing a teenage superhero in a city that already has two living generations of previous heroes, all of whom have their own ideas about how you should conduct yourself in the superpowered world. It’s meant to tell stories like those in Teen Titans, Young Avengers, Runaways, and Young Justice – how does your character, as a teen, handle his or her powers, and how do the adults in your character’s life affect that? It’s a game using the rules system pioneered by Apocalypse World, so it can be absorbed pretty readily in a few pages, and it’s a very rules-light, narrative game. For a bit more background, read this, and check out the link to the (now finished) Kickstarter:

Masks is a tabletop roleplaying game in which you play young superheroes who are growing up in a city several generations into its superheroic age. Halcyon City has had more than its fair share of superheroes, superteams, supervillains, and everything in between. Over the course of three different generations of super-people, Halcyon City has seen it all.

You play members of the fourth generation, young adults trying to figure out who they are and what kind of heroes they want to be. The rest of the world is telling them what to do, but they’ll find their own path amidst the noise. And kick some butt along the way. After all, what’s the point of being a hero if you can’t fight for the things you believe in? ‘

Shadows of the Demon Lord: This one is pretty new to me, but after reading through it, I felt like it would be a great system to at least try out. It’s set on a fantasy world that may very well be in its last days, and it is a dark place, but there is still room for heroes, even if they might not be the heroes you’d naturally expect. Dwarves and humans team up with orcas and goblins – who don’t seem to share typical fantasy backgrounds -to team up and try to keep the titular Demon Lord from breaking through the dimensional walls and consuming the world. To me, it’s a setting very reminiscent of Diablo, or Warhammer Fantasy Roleplaying, in it’s dark and kind of grim and gritty nature, and the system sems like it’s pretty easy to pick up and explain. If you’re interested in saving a world that might be close to death, this is one to check out; I’ll link to the DriveThruR{G page here, because it has some good information and several good reviews.

Gamma World: Post apocalyptic wackiness using the 4th edition D&D system. Seriously, that’s the best tagline I can come up with. Randomly throw two character origins together (with options like Seismic, Octopoid, Cryokinetic, or the stunningly boring Engineered Human), assign some ability scores and toss in some equipment, and go out into the radioactive world to see what tries to mess with you. Personally, I’m quit fond of the intro:

‘n the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments. No-one knows exactly what they were attempting to do, but a little after 3 P.N. on a Thursday afternoon came the Big Mistake. Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single reality.

In some of these universes, little had changed; it didn’t make a big difference which team won the 2011 World Series, for example. In other universes, there were more important divergences. The Gray Emissary, who was carrying gifts of advanced technology, wasn’t shot down at Roswell in 1947, the Black Death didn’t devastate the known world in the 14th century, the dinosaurs didn’t die out, Nikola Tesla did conquer the world with a robot army, and so on. The Cold War went nuclear in 83 percent of the possible universes, and in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin, because it had to be done. When reality stabilized again, an instant after the Big Mistake, the familiar Earth of the 21st century was replaced by one formed from many different realities.

The year is now 2162 (or 151, or 32,173, or Six Monkey Slap-Slap, depending on your point of view). It;s been a hundred and fifty years since the Big Mistake, and the Earth is a very different place. The ruins of the Ancients (that’s you and me) litter the landscape of radioactive deserts, mutated jungles, and vast, unexplored wildernesses. Strange new creatures, such as beetles the size of cars and super-evolved badgers with Napoleonic complexes, roam the world. The survivors of humanity gather in primitive tribes or huddle in trade towns that rarely rise above the technology of the Dark Ages. Even the nature of humanity is now different, because generations of exposure to radiation, mutagens, and the debris of other realities have transformed humans into a race of mutants who have major physical alterations and potent mental abilities.

This is the world of the D&D Gamma World Roleplaying Game. It’s a world of dangerous mutant monsters, jungle-grown ruins of the cities of the Ancients, and mysterious artifacts of awesome technology. It’s your world to survive, to explore, and to conquer – if you’re up for the challenge.’

Doesn’t that sound fun? Or at least funny? The game itself is out of print, but it, too, can be found at DriveThruRPG here.


So, those are the ideas that are currently running through my mind. They aren’t necessarily all of the, but they’re the four I think would be the most fun to try out. So if you’re interested (and int he Houston area, sadly, I’ve never had very good luck running games online), let me know, and if you just want to chat about RPGs, drop me a line here, or on Facebook, or via e-mail at I now return you to your regularly scheduled Saturday madness.



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