According to the Changeling: The Dreaming rulebook, the phenomenon that made the return of the Changelings possible was the one of the first truly global media events: the landing of the Apollo 11 mission on the Moon. The collective energy of the dreams, hopes and aspirations of all humanity (or at least, a very large majority of humanity) combined with the event to set free a rush of Glamour, the energy that powers dreams, and thus, the Dreaming itself, and returned the Fae to the Earth they had abandoned six centuries earlier.
There are five assumptions implicit in that account:
Technology – and specifically communications technology – somehow empowered these dreams.
Only uplifting dreams could be the source of such an event.
It took the collective energies of a majority of humanity to achieve this.
The Shattering took place when it did.
All the faeries came back at once.
Tinkering with any of these assumptions can lead to some very different Changeling games. In the spirit of wonder and imagination, then, here are some ways to use a different time and type of Resurgence to shake things up in a new Changeling chronicle. Continue reading →
Decipher’s Lord of the Rings roleplaying game includes the intriguing idea of playing a character who is favoured by one of the Valar. The details are on p87 of the Core Rule Book. Unfortunately, only two members of the Valar are described. To improve on this situation, the remaining Valar are described in this article along with a few of the more prominent Maiar. Continue reading →
The Drill Sergeant isn’t interested in your excuses, your dreams or anything else much about you. He has but one purpose in life, and that’s to turn your cringing civilian ass into a lean, mean (and incidentally, Banal) fighting machine.
He ain’t got time to listen to your complaints, your ideas, your daydreams or anything else. He just wants to get his job done, drink a couple of beers, and go back to his spartan private quarters to masturbate over his picture of Mamie Eisenhower. And his job is teach you what you need to know in order to survive in this man’s army – conformity, submissiveness, how to clean a floor with a toothbrush, homophobia and enough racism not to feel guilty about raping enemy civilians. If you’re really lucky, you may learn some combat skills, but don’t count on it.
The Drill Sergeant isn’t necessarily a bad guy. True, he wants to break your spirit and crush your individuality, but he thinks he’s doing you a favour. After all, he’s a soldier, and you’re just a dumb private – and maybe even a dumb conscript private, at that. What he teaches you is for your own goddam good, goddammit. And if it should happen that he believes suffering improves memory retention, that homophobia is the natural state of all men, that the President is something nobler, purer and finer than normal humans (and never farts), and is, in fact, god incarnate, well, so be it.
In a standard Lego Heroica game, all the weapons basically allow players to copy the special abilities of other players. If you’re the Thief, for example, the Dagger’s no use to you, because you can already do that stuff. The following suggestions are intended to make the weapons a little more versatile. Continue reading →