How do you handle travel? How easy is it for the players to communicate with each other? How have we gotten along without having this very important conversation?
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We make some characters. Because we have opinions about them. As if you didn’t know that.
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That’s right, we discuss the broadest possible target: powers in games. We emerge from the other side knowing nothing new. But that’s pretty typical.
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War? What is it good for? Exciting games, that’s what! Good god, ya’ll. We discuss our favorite mass combat systems and our least favorite ones.
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It’s tough to write a RPG. It involves many different disciplines to do well. We ponder the best in fiction, explanations, and indexes.
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We discuss our favorite and least favorite licensed games. That somehow makes us super-angry defending the things we love and so the whole thing ends in tears.
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Who goes first? It’s a universal problem with only a couple of solutions. We talk about initiative systems we’ve loved before, as well as those that leave us at the bottom of the turn order.
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We talk about the One Roll Engine from Greg Stolze and friends. That also means we talk about all the various settings available for it and pick our favorite. And then we die to a horrific head wound.
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We talk about art in games. What does it mean to create within a creative endeavor? Does it diminish the entire process to have it succeed. What games are good at managing artistic fields?
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Giant robots fighting! What makes a good robot fighting game? We don’t know. But, hey, at least we didn’t spend the whole time arguing about definitions.
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