Tuesday, April 29, 2014

A Tuesday Lost

I hate when I lose things. I hate it even more when I lose things and I can't find them no matter how hard I try looking.

Monday, April 28, 2014

Sunday, April 27, 2014

Regress

Sunday's time for me to relax. And once again I'm just gonna be here.

Saturday, April 26, 2014

Out Roleplaying Somewhere Else

Saturday's here, and that means it's time for me to play some good old-fashioned tabletop role-playing games! See y'all tomorrow!

Friday, April 25, 2014

Almost At It Again

The weekend's here, and I'm ready to... well, almost call it a weekend.

Tuesday, April 22, 2014

So Little Words

So many decisions, and ideas... so little time to act upon it all.

The worst part is that I won't have time tomorrow - I've got one of those shifts that will take most (if not all) of my free time. In the meantime, I'm making up for by working on my campaign. I think I've figured a few things out - and that's much better than yesterday.

Monday, April 21, 2014

Formation

I've come across one major snag when it comes to creating a tabletop role-playing campaign: the important decision of selecting your engine. There's a good variety out there, but I've only experienceda few of them so far in my life. It also doesn't help that I've only experienced each engine on the player character side - I'm sure the GM side's a whole 'nother issue. What's more, each system has a few things I like and some other things that I don't.

Now, a third option has come up: the idea that I could just make up my own system. I had tinkered with that idea for a bit (I even came up with a few character classes and talent trees), but it's so much work that I wasn't even up for continuing after I had the basics set up. It still is a possibility for me to use my own modified engine, but that would be a long road to travel.

When it comes down to it, though, I think that creating the story and characters take precedence over selecting the engine I want to use to run this game. I'm sure I can deal with that when it's time. Until then, I'll just keep focusing on keeping the story tight and gripping, and the characters the players will eventually face as memorable as possible