Honestly, I’ve been playing a lot less (though not as little as this blog might seem to reflect). Some of that is because of big public events, while some of it is because of very personal ones.
On a more specific topic related to this blog: I haven’t been that interested in dystopian, grimdark worlds or horror for a bit. Instead, I want to go back to some form of heroism, in the sense of motivation, not powers or survivability). I spent some time thinking to get clear about what I want in my games right now:
Games like Call of Cthulhu ostensibly have characters that can have heroic motivations. Many scenarios focus on investigators trying to push back the end of the world by a few decades or centuries at the cost of their own sanity or lives. The problem is that second one: even in the best case, the world isn’t actually saved. Nothing we puny humans do will actually matter, and the universe is at best indifferent to us and, at worst, actively hostile.
Other games like old editions of D&D (and its retroclones) often focus on treasure hunting and greedy adventurers, such as with “gold for XP”. Maybe the world can get better, but the player characters aren’t necessarily interested in that.
So what have I been playing?
The games don’t necessarily have to be roleplaying games per se, but they should support a narrative. That is to say, a narrative skirmish game like 5 Parsecs From Home can work, although I would rather play it in a mode where they have some higher calling than just ne’er-do-wells in space. (At the moment, science fiction isn’t calling me, but that comes and goes. There’s a fantasy version of that game anyway.) So could other games tied into some sort of campaign structure, preferably with at least some kind of leader characters.
Actually, war games interest me a great deal right now, although (as with The Doomed and 5PH previously) I will almost certainly play them online due to physical constraints. For a bit, I’d thought about actual OD&D (by way of Fantasy Medieval Campaigns), including Chainmail (as in the “Chain of Command” section of FMC), but now I lean towards either going back to Swords & Wizardry with its mass combat rules or putting some narrative structure around a more traditional wargaming ruleset, like One Page Rules (among several options).
Hopefully the holidays will give me the space and time to do some of this.