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Daniel Hodges
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Talk the Walk.
Talk the Walk.

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Here's a playset I wrote you might enjoy. Everyone likes clowns right?
It's got +Jason Morningstar's cinnamon sugar and grease-smeared finger prints all over it too. Yuck.

http://fiascoplaysets.com/home/zany-town

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Best start to the Toil and Trouble Fiasco playset ever...
Two characters are twins and it's their eleventh birthday. They have magical parents.
There's the sound of flapping owl wings. Everyone's like "I hear the owl. They're here, the letters are here!".
The owl only delivers one letter...

http://fiascoplaysets.com/home/toil-and-trouble

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Call of Cthulhu 7 is finding its way into letterboxes all over the world. Not mine yet, but that's what you get for failing to even be aware of one of the largest Kickstarters in RPGs ever.

Still, I've been inspired to sign up for the Chaosium organised play and see what happens. The more people playing Call of Cthulhu the better.

Why is that?

Well I'm pleased you asked! I hope you’re sitting comfortably.

In original RPGs your character was less of a character and more of "piece" you moved about the place. They represented your interests in the game but were not characters as we see them now. They weren't, in general, extensions of you as a player that you could get emotionally attached to. You might feel sad at their loss in the same way that you might if your team lost game seven of the Stanley Cup.

For the better, games in the early nineties, like those from White Wolf began directing people's attention inwards to really focus on a character’s personal arc. This sort of investment in backstory brought a welcome facet to RPGs. However, dealing with one of these characters dying, even mechanically, could not be dealt with in the same way as just re-rolling the fighter that got killed by a giant rat in the first passageway.

A consequence of this was that GMs had to either change their style to accommodate interactions that were less lethal or tell stories that had limited deadly interactions. I mean, I guess they didn’t “have” to but consider this…

In these games a player spends a whole lot of time, hours rather than minutes, rolling up and then fleshing out a character. As a GM you’ve encouraged this, at the very least by offering to run a game which encourages it. Maybe even by entering into email/play by post back-story development and integration. Once this has all been done, it would then take a pretty special kind of player to be okay with a character they’d developed in this way getting killed by a metaphorical giant rat in the metaphorical first passageway.

This isn’t me railing against letting the dice play their part, I’m all for it, but I believe there’s a social contract that should be honoured.

This brings me to Call of Cthulhu.

Unlike other RPGs, except, perhaps Paranoia, everyone knows that once a Call of Cthulhu game begins, nobody is getting out “alive”. Just playing the game means you’ve accepted that your character is going to die, go mad, or both. That is tremendously liberating. Players willingly embrace the downward spiral in a way they rarely do with games like Vampire.

It’s the necessity of accepting your character’s mortality, and then looking for the most interesting, entertaining, and fulfilling choices, rather than the safest, that makes Call of Cthulhu the most important roleplaying game written.

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If you're at a loose end this weekend, and you've never read Ghostbusters International the RPG, there's a site currently hosting the .pdfs of the game. https://goo.gl/0UaYcv

It's a quick read and a fun game. With the new film coming out soon it's likely a bit of nostalgia will make you want to dust it off.

NOTE:
I'm not entirely sure of the legal situation regarding these .pdfs but what I can say is that the game is no longer for sale and hasn't been for quite some time.

If you're feeling a bit unsure about how to proceed because of this, the writers are Sandy Petersen and Lynn Willis with Gregg Stafford. You can hunt them out and support other things they (or their estates) currently have for sale.

Sandy Petersen has stayed with development on Call of Cthulhu. Although Greg Stafford is currently a shaman he still has games about like HeroQuest and Pendragon. Lynn Willis passed away in 2013.

The second edition, (my boxed set is shown in the following photographs) has design credits for Aaron Allston, (now also deceased) and Douglas Kaufman whom I'd love to offer more details about.


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4/15/16
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I'm almost finished listening to Quentin Tarantino on the Nerdist podcast. I was interested to listen to him talking about how, as his career has progressed, he's moved towards "writing to find out". 

Character driven stories are certainly my favourites and feature heavily in the games I enjoy, heck, Faith was inspired by Tarantino's emphasis on characters driving the story.

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Hi g-pleeps. I'm trying some general interest blogging for reasons. 

If you're interested in general things too you could look @scatternews and at http://www.scatternews.com

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Hey, if anyone'd like to contribute to a ciommunity dungeon description thingy got here:
If anyone'd like to get in on contributing to a community dungeon you can go here.

It's not a new idea or an original format but there it is.

https://docs.google.com/forms/d/1M8S0oL_z9Ekn5YxyzOZWaryfpYD20tcC-LHbXxN_SJ4/viewform

If you want to see the results, you can go here
https://docs.google.com/spreadsheets/d/11B1cIUH058J5VSxNfbRX20O0BF0ON5BD-gEDD1ACP6w/edit#gid=1853835393

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+Dave Gross  did a short interview with me. You should read it here because I am fascinating and complex.  http://frabjousdave.com/creative-colleagues-daniel-hodges/
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