*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
May 21, 2022, 12:59:48 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 72 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
Pages: 1 [2]
Print
Author Topic: Afterglow  (Read 13234 times)
Mike Holmes
Acts of Evil Playtesters
Member

Posts: 10459


« Reply #15 on: April 23, 2004, 12:05:43 PM »

Quote from: Sean
Definitely no 'Zoopremists' in Afterglow, though.
Aw, what about the Knights of Purity? They have to be in there! And the various "technologist" factions? All fun stuff to explore, IMO.

:-)

Mike
Logged

Member of Indie Netgaming
-Get your indie game fix online.
ScottM
Member

Posts: 221

Fresno, California


WWW
« Reply #16 on: April 23, 2004, 03:20:23 PM »

Quote from: b_bankhead

The No Myth style empasizes improvistion and keeping the plot moving rather than working everything out it advance...
There are a classic group of threads dealing with this , anybody remember, them?

No Myth GMing and Star Wars example. Hope they help.
Logged

Hey, I'm Scott Martin. I sometimes scribble over on my blog, llamafodder. Some good threads are here: RPG styles.
DannyK
Guest
« Reply #17 on: April 23, 2004, 06:18:53 PM »

Jumping back to the community issue, this kind of campaign seems to cry out for a picaresque approach -- travelling through a series of communities, some dying, some flourishing, some sticking to their understanding of old ways, some actively searching for new ideas.  

Of course, maybe this is just me as old-school Gamma World player who ran the game when it was all about goofy mutated animals and plants with salvaged rayguns.
Logged
Pages: 1 [2]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!