Thursday, March 13, 2014

2013 in Review

Around this time every year, I review my gaming achievements over the past year against what I had planned.  Then I set some goals for the next 12 months.  So how did the actual 2013 stack up against the projected?  Let’s see:

1. Write and publish more EPOCH scenarios.  I’d like to see a total of 20 scenarios in print by this time next year.

Check, I didn't manage 20 scenarios, but there are now a total of 16 published EPOCH scenarios, which seems a pretty respectable effort.

2. Write and publish the EPOCH companion.  This includes some expansion rules and new cards for EPOCH as well as my mini-series rules and scenarios. 

No, I am still working on the companion. Several sections are drafted, and Doug is working away at some amazing cover art, but there is more to do - particularly developing some alternate rules, rules for a TV mini-series and a couple of additional scenarios.

3. Write a scenario for Esoterrorists.  Marcus has been talking about this, and if he still wants it, I’d be pleased to repay some favours and write an Esoterrorists scenario for him.

No, although it's still something I'd like to do.

4. Run the Warpstorm Trilogy for Rogue Trader.

No, although it's still something I'd like to do, but given the heavy rules prep required to get back up to speed with this game I probably should accept that this won't happen soon.

5. Attend Day of Games and Buckets of Dice in Christchurch.

Partial check, I missed Day of Games but Buckets was great.  I also managed to attend Fright Night and Kapcon.

So, what goals for the next twelve months?  Here's my list (slightly reduced this year due to family commitments):
  • Write and publish the EPOCH companion
  • Run the revised Horror on the Orient Express campaign for Call of Cthulhu
  • Attend Fright Night and Kapcon
Do you have any goals for the next year?


  1. Yeah, Rogue Trader is a mechanically dreadful game. I find the double whammy of complex and complicated to be a killer and its probably the first time since D&D3e that I feel the mechanics are actively hurting the fun.

    Its also incredibly easy to abuse forcing the GM to work hard to avoid issues, or have the players actively hold themselves back.

  2. I do think it's possible to abuse most game systems with a group of creatively-minded players - but Rogue Trader does really ask for it by insisting on extreme detail sometimes, a generic table at others, by creating specialist roles for the PCs and encouraging them to plunder and loot. It's about 3 games in one, and most of them are of such antiquated game mechanic design, that as you say, the system actually hinders the fun.

    Makes me wonder what a system would look like for Rogue Trader if it was actually designed to optimise the core activity of the game (diplomacy and strategy with the occasional zany away mission or crew rebellion).