I’ve been doing it wrong

After a few months of following some diehard OSR bloggers, I've come to the conclusion that they're right: I've been doing tabletop roleplaying wrong. So I'm changing course with the FAR System and FAR Western. From here on out, I follow in the hallowed footsteps of Saint Gygax. No more percentile dice or fancy critical... Continue Reading →

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The Kickstarter’s Dream

A few months ago, I bookmarked the Kickstarters for a couple of Western RPGs that looked really cool. I was a wee bit jealous because there they were succeeding at something I wanted to do but didn't yet know how, and also felt like I missed out because they were funded before I even knew... Continue Reading →

What if your character dies?

The Mixed GM recently posted I cannot keep my character alive...and that's okay. But I'm not so sure about that. He makes a good case, but I'm not fully convinced. True, it's exciting when you know the next move could be your character's last. Your heart starts pounding and you sit trembling on the edge... Continue Reading →

Game first, story second

I just now realized that I've been in grave danger of falling prey to the insidious sin of trying to turn roleplaying games into story vehicles. *Crosses self. Out, damned spot!* For all that I talk about telling stories and playing characters in a story, I'm not building a container for stories or even a... Continue Reading →

Pastiche roleplaying: the system

A post by the Mixed GM got me thinking about what I'm trying to do with the FAR System and FAR Western -- in essence, what I've been doing is trying to mix RPG game styles that I like. But not simply as a pastiche. I could probably slap together Pastiche: The System and have... Continue Reading →

A great article that explains why combat in the FAR System isn't based on hit points and there's no such thing as "just a flesh wound." https://steemit.com/writing/@cheah/tired-tropes-it-s-only-a-flesh-wound

Making a movie in your head: The role of reality in roleplaying

For the most part, roleplaying games seek to model movies, not reality. I came across this idea in a short-lived gaming zine from the turn of the new century, and it really got me thinking about the nature of roleplaying games and why they're built the way they are. More specifically, why I'm building this... Continue Reading →

More about critical damage: What happened to Virgil Earp

We decided to abandon the notion of hit points in part because FAR Western is set in the age of firearms, and we want to represent the use of guns in an immersive, realistically fun way. Random hit locations and results that only tell you X number of hit points inflicted aren't remotely realistic, and I... Continue Reading →

All Damage Is Critical

One of the first principles we settled on when we started building the FAR System was the idea that there is no such thing as generalized damage. All damage is specific—which means hit points are off the table. If it matters enough to keep track of, then by definition it's a critical strike. People don't die... Continue Reading →

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