Enter the Animus: Lessons from Assassin’s Creed

I’ve just finished a run through of the videogame Assassin’s Creed: Mirage, having a great time running, jumping, and stabbing through 9th century Baghdad as I uncovered a sinister conspiracy of “Templars” and, mostly, stabbed them all. It’s a great series of games that I’ve loved since it started – and it’s got loads of juicy stuff in it for TTRPG GMs to steal.

So, here’s a few things we can borrow from the Assassin’s Creed games. For this, I’m sticking to the more action-oriented ones, which Mirage harks back to – think Black Flag, Syndicate, and Unity – rather than Shadows, Origins, Odyssey, or Valhalla – which are much closer to actual RPGs.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2/$3 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

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2d6 × 100 Random Words – Getting the Most out of Random Generators

I’ve been thinking a lot about the early stages of adventure prep recently. Planning for Unconventional GMs one-shots often ends up with us agreeing on a system we want to showcase – but, then what? Sometimes I’ll scout around for a usable one-shot, but (1) running your own stuff is always smoother, and (2) our channel’s agreed parameters – <2 hour one-shots – sometimes makes this extra difficult.

Quite a few times I’ve been left staring into space at, for example, the Index Card RPG, or Star Trek Adventures 2nd edition. With a concept and an idea I can run with it to pull a structure together, but a blank slate is hard.

So I’ve been looking a lot at random generators. Whether it’s ones for specific systems, or generic “create an adventure” ones, I’ve started to use these much more. And, really, they work. I prepped Ghost Mountain for ICRPG entirely off a set of Plotlib’s random tables. Ironsworn was almost entirely procedurally generated from the book (a rare case where some zoomed in stuff was random, too, using their Delve supplement).

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

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Setting, Hillfolk, no-SR, and Adventures

I’ve been deep in game prep this week, ready for a double dose of Seven Hills and then Kraken over the Easter break. And so while I’m trying to get my head down and prep, I find myself getting pleasantly distracted by game stuff. Here’s what I’m thinking about at the moment.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

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