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hubskier for: 3188 days
I'm always interested in what others are saying in response to the posts. The best way to get more responses is to ask questions of your own.
That's mostly because I don't have any questions to ask. In this I would say it is possible to make a game where the intent is humour. It works best when the game is the straight man. It presents an unusual situation, plays it seriously and lets the players be the source of humour, based on extrapolation of ideas.
sigh. I was so bloody careful with the proof reading. Sorry.
The next page, previous page is something I've been asking the webmaster for for a while. I'll asking them again when the next big project is finished.
The setting would be a new IP. If you go to http://6d6rpg.com/wiki/doku.php?id=open:settings:generic:book you'll find a big long list of the paths and advantages used to make a character in 6d6. To start with we're looking for suggestions for these.
A classic piece of RPG humour.
I've often found it easier to start with a broad campaign idea and then work with interested players to put together characters that fit. It helps with my immersion a bit; I've had a couple of campaigns where the links holding the party together have become credibility stretchingly tenuous.
Codes in the Clouds as the Spirit Wanes - https://en.wikipedia.org/wiki/As_the_Spirit_Wanes