Tuesday, September 3, 2019

Lost Dispatches of Feraso #43 - Palace in the Sky

16th of the Month of HexDec in the Imperial Year of 1023

The Cloud Island of Sazor, Somewhere Above Hermetus

To His Lordship, the Viscount Wilfrick of Verbobonc,

The captain of the bugbear forces fortifying this cloud island, Captain Tirrann, was quite congenial for a hairy, brutish monster, as he led his men to escort us to "the Palace."

Although obscured by clouds, the Palace is an imposing sight indeed.  Its highest points towered over three hundred feet further into the air, and once I confirmed it was scaled for  20 foot cloud giants to live in it, the prospect of the building was even more terrifying.

After some confusion with his master, Captain Tirrann left us in the audience of the great wizard Sazor.  He was dressed exactly how a wizard would to be as a mocked character in a play.  Long, worn robe.  Large, pointy hat with a brim.  If we were not so close to Hermetus, or if I had seen any giants beyond the hill denizen manning the gates by the docks, I may have made a joke.  I believe I was lucky I didn't.

Sazor was quite congenial and tried to allay all of our friends with an earnest story of what had occurred.

He had been accidentally kidnapped by a raiding party from the cloud island, organized my its former masters, the Cloud Giants, King Jorgin and Queen Marija.  His limited skills amused the large people, and he was kept on, instead of eaten as an appetizer, part royal wizard, part court jester.  It was largely humiliating, although the few times the bugbears and gnolls found magic items, Jorgin gifted them to him, sight-unseen.

For years this progressed, a few ships of cloud giants or bugbears gathering supplies in civilized and uncivilized areas, and Sazor occasionally helping repel the random air elemental or wind spirit inadvertently attracted to the island.  It wasn't glamorous, but he had been fed well and grown to ignore the teasing and mocking by the giants. It was much better than getting turned into a tasty morsel.

But at some point, the navigational maps were misread, and they ended up right above a larger group of mankind than we should have.  The raids continued as planned, with great success, but the humans sent their own in retaliation for the supposed attacks.

Talanth Blackash.

Jorgin befriended that group, and they all exchanged gift and pleasantries while they negotiated the damages for the raids that affected whatever country complained.

It was quite civil, but in his personal discussions with them, it was apparent that they grew tired of negotiating, and slaying all of them was a growing option.

As that judgement day drew closer, Sazor escaped into the ether wilderness off the roads on this cloud and waited out the attack.  
When the Drunken Warrior is conducting diplomacy, there's a sneaky plan afoot.

When the smoke literally cleared, Blackash's crew had killed all of the cloud giants, most of their humanoid henchman, and ransacked the palace before leaving on one of the cloudship.   Sazor, rounded up the survivors, ensured the cloud island was floating and able to be manipulated, and tried to keep things together.

It took a few weeks, but things had improved.  He had hired hobgoblins to fill in the roles of guards and lackeys, which was much cheaper, and easier to feed.

With no outward threat, Sazor was simply working the day to day operations, scheduling supply raids, disposing of trash thousands of feet from the sky, over and over.   If there was a raid, he apologized for the damages but if there was a lone body of a giant, it wasn't them, unless some unaccounted for giant wandered away from the palace with a mortal wound.  The bodies were disposed off somewhere north of the halfling lands of Stronghome, right around the time he recruited the new hobgoblins.

He stated that if we wished no ill will on him or his crew, he would be happy to avoid raids in this area, drop them off somewhere nearby to civilization, and travel back into the plains of Galamar.

We agreed and were given palatial rooms for each of us. Sazor extended hospitality to us that I never experienced on land, and soon we were given free reign to explore the island, hunt the giant cloud frogs, and enjoy ourselves.

For many days, we wandered over the many acres of floating island.  Not all of the cloud was solid.  Some portions were like quicksand, some simply mist.  We hunted the native cloud frogs with some success, although we had a few close calls with the quicksand clouds or mere vapor.  After awhile, a keen and careful eye could sometimes tell the difference.

While travelling across the open fields of mist around twilight,  we thought we were hunting something larger than the usual cloud frogs.  We eventually cornered it and discovered it to be a very tall teenage girl with blue skin.

Blackash didn't get all of the Cloud Giants.... At least one was alive, and it would affect the stories provided earlier.

Yours in Service,

Sir Elsderth Greyhawk, Lord of Greywahwk
Sage of the The Order of Merit, 
Sellsword - Extraordinaire
Wielder of the Legendary Betrayer.
Defilier of the Temple of Tiamat.
Freigraff of the Totenlinden of Amberstoll.

DM Notes: Surprise! Things aren't what they seem. I will follow up with more DM Notes and backstory in part three. .
Next: #44 - Sazor the Wizard


(347/118)

Sunday, September 1, 2019

#RPGaDay 2019 - A Retrospective

Another year, another #RPGaDay to dominate my August.  I like the process, I like the topics, I like the challenge that comes with more self-reflection than I'm usually ready for.

This year, the infographic with 31 questions evolved (devolved?) into 31 single word prompts.  Some were instant answers, others could have gone down three or four different paths.  For four of them, I requested the help of ViscountEric's Legion of Gamers (my gamer friends on Facebook), who hooked me up with some interesting interpretations.

After six years, the posts still generate traffic.  Even my original run back in 2014 generates 2 or 3 pageviews each year per post.  Somebody somewhere is reading them in a group.

Although, this year, the response to my posts has flatlined.

All six years look super-cluttered on my chart, but 2014-2016 are above this year and below 2017 and 2018.

I can certainly blame my writing ability, my social media promotion prowess (how does this Instagram thing work?), but this continues a trend I witnessed since April.

I also miss Google+.  While I can't differentiate between real and bot traffic, the real Google comments were more plentiful, and the hits looked more organic in my stats than the usual bot hits from Italy or the Ukraine.   It's departure has dropped my normal daily posts to number from three or four years ago, and with #RPGaDay the results have been even more dreadful.

For next year?  I'm still game for another year, and another one of these prompt-based months as well.  I'd be happy with a "best of" edition, and my favorite option, I'd even be game for going Year One Questions Revisited with a caveat for the few old timers since 2014 to compare and contrast the answers with many years between them.  

Saturday, August 31, 2019

#RPGaDay2019 Day 31:The Last RPG I Played

Despite my remorse-filled confession that I don't do #RPGaDay on a daily basis, I assure you that today's was written at least the evening before... and will be the last one I write for this year.

After thirty single words to start a conversation for #RPGaDay2019, I'll go for the underhand slow-pitch softball with Day 31 and "Last."

"What was the last game I played?"

BECMI D&D - Adventures in Gulluvia, Episode #17, "The Moon Taint"

I'd post "Spoilers" but I won't start posting this campaign until Lost Dispatches of Feraso is finished, These actual plays won't appear until February.  Episode #17 won't show up until June. Everyone will forget spoilers by then.

Two episode prior, the party had ventured out into the wilderness to collect some herbs and got ambushed by "wolf men."  The party cleric, Brother Barry, was the only one to suffer a grievous wound.   With a short party last session, I admitted to the attendees that Barry was dying, and we collaborated on a death spiral / dream quest for Barry's dying moments.  Let's say it was a good combination of Gygaxian fantasy and Mitch Albom in a two-hour online session.  It gave Barry a good send-off, and still allowed for the slimmest chance of hope  if the other heroes quested for a cure.

Fast forward to this week:  Surprise, surprise, our heroes decide to travel to the capital of Gulluvia (Gulluvia City) to seek out a priest who can cure this "Moon Taint".  And despite warnings that moving Barry would, in fact, kill him,  what did they do? 

Strap poor Barry to a hand cart and push him to the the capital, a multi-day trip.

The rest of the party:
Hugo Swam'Pas - Magic User - General jerk, but fakes he knows what he's doing.  Thinks the walk to the capital is a big waste of time.

Beulah Cragbottom - Halfling- Fairly confident with a mace, but she watched her friend and adventuring companion Bodo Billabong go mad fighting the horrors of the wilderness and dungeon. She's not sure she's cut out for this lifestyle.

Slotheena Hopler - Imagine the sister of Sloth from The Goonies.  Give her an executioner's mask, and a giant maul, and she's the sweetest and dumbest killing machine I've seen in years.   Normally easy to sway, it was her idea to gather Grimy Dwarf Weed for the local herbalist, so she's driving the mission to save Barry out of heartfelt guilt

Even pushing a cart with a dying man, the party made it back to the estate of of Hugo's family before nightfall.  They had been there only a week or two before, helping with a mysterious lizardmen raid on the complex, and recovering the body of Hugo's father, who had fallen in battle as he pursued the creatures back into the swamp.

The family and servants were still in the midst of reconstructing the estate and welcomed them with open arms.... until the trusted leader of the estate guard, Acsink discovered that Barry had been bitten by wolf-men.  In a series of extreme rolls, he completely exaggerated the worst of the legends and folklore about the wolf bites, and managed to completely convince everyone on site not to allow Barry in for the night.

Barry's cart was deposited on the outside of the palisade.   Slotheena kept him company and did what little she could do for him.  Beulah barely slept, Barry's death moans haunting her sleep.

Hugo snored as he slept soundly.

The rest of the trip was uneventful, and finally made it to Gulluvia City.  After a few false starts, including a pompous but decent priest admitting that in Brother Barry's past he was a war criminal (!?!?),  they managed to secure an audience with the High Priest of the Church, Cartharandamus.

Two days later.

Securing lodging, they went about selling off the gems and more unusual items collected in their dungeoneering to pay for the spell to help Barry.  Somehow Barry was holding on, although his fever dreams made him thrash about.

Two days later, they returned to the high temple, and High Priest Cartharandamus met with them, he peppered them with questions, took their coin, and performed a ritual.

Cartharandamus
It didn't work.  Barry died on the spot.

Enraged, Cartharandamus ordered the other priests to toss them out on the street.  No refund was given.

It was time to go home to give Barry the burial he deserved, but not before exchanging information.

High above the audience chamber was a narrow viewing area, about 20 foot up.  They had seen people up their in their first interview two days prior, but this time they spied.... two dwarves up there?

Short backstory:  Dwarves used to run the gem mines in Gulluvia until they ran dry, but they left en mass  generations ago.  Were these the two dwarves that Hugo found sneaking around the village  prior to Barry's injury?  What was there purpose?  Are there more of them?

Many questions to be answered... for another session.

Rest in Peace, Brother Barry Manaslow.  You didn't even reach 2nd Level to cast spells.

Friday, August 30, 2019

Another Month of Gaming (Sep '19)

The post-Gen Con blahs are here for stores, a perfect time to restock and prep for Christmas.  There are a few cool items in the latest issue of Game Trade Magazine, available as a pdf here, or at your FLGS.

ViscountEric's Want List
Jellybean Games 
Hidden Panda ......................................................................... $19.95

ViscountEric's Money-Is-No-Object Want List
Decision Games
Modern War #45: The Dragon and the Hermit Kingdom ............... $39.99
Yeah, I'm a sucker for near-future Korean conflict, with chits.

Pinnacle Entertainment Group
Savage Worlds RPG: Adventure Edition ........................................ $39.99

The Imaginary Store List (The Pegleg Gnome)
Arc Dream Publishing
The Sea Demon's Gold 5e ..................................................... $14.99

Asomodee
Flip Over Frogs ..................................................................... $14.99
Last Bastion ........................................................................... $44.99

Atlas Games
Once Upon a Time: Fairytale Mash-Ups Expansion ............ $12.95

Cubicle 7
Adventures in Middle Earth Rohan Region Guide ............... $39.99
The One Ring - The Lord of the Rings RPG: 2nd Ed HC .... $59.99
Warhammer Fantasy RPG: Enemy Within Vol 3 Power Behind the Throne .... $34.99

Days of Wonder
Deep Blue ......................................................................... $49.99
Ticket to Ride 15th Anniversary Edition .........................  $49.99

Fantasy Flight Games
Mansion of Madness 2nd Edition - Path of the Serpent Exp .... $59.95
Star Wars Legion - Barc Speeder Unit ...................................... $24.95
Star Wars Legion - Darth Vader Operative ............................... $12.95
Star Wars Legion - Droidekas Unit ........................................... $29.95
Star Wars Legion - Luke Skywalker Operative ........................ $12.95
Star Wars X-Wing - Epic Battles Multiplayer Expansion ........ $24.95
Star Wars X-Wing - Tantive IV ................................................ $99.95
Star Wars X-Wing - Huge Ship 2nd Edition Conversion Kit ... $29.95
Star Wars X-Wing - C-Roc Cruiser .......................................... $99.95

Goodman Games
Dungeon Crawl Classics: Horror #2 - Sinister Secrets of the Sempstress ... $9.99
Dungeon Crawl Classics: Horror #5 - Creep, Skrag .................................... $9.99
Dungeon Crawl Classics Judges Screen - Space Van .................................. $9.99
Fifth Edition Fantasy #17 - Secrets of Mistcutter Isle ................................. $9.99
Mutant Crawl Classics #10 - Seeking the Post-Humans ............................. $9.99

Iello
Ninja Academy ............................................................. $14.99

Keymaster Games
Parks ............................................................................. $49.99

Konami Digital Entertainment
Yu-Gi-Oh! TCG Chaos Impact Boosters
Yu-Gi-Oh! TCG Legendary Duelists - Immortal Destiny Boosters

Legendary Games
Royal Tournaments (5e) ............................................... $14.99
Star Empires (Starfinder) .............................................. $24.99

Nerdburger Games
Capers RPG: Capers Noir ............................................. $20.00

Paizo Publishing
Pathfinder RPG - AP Age of Ashes 5 - Against the Scarlet Triad ...... $24.99
Starfinder RPG - AP Attack of the Swarm - The Forever Reliquary .. $22.99
Starfinder RPG - Character Operations Manual HC ........................... $39.99
Starfinder RPG - Flip Mat - Undercity ................................................ $14.99

Pinnacle Entertainment Group
Savage Worlds RPG: Adventure Edition ........................................ $39.99
Savage Worlds RPG: Adventure Deck ........................................... $14.99
Savage Worlds RPG: Action Deck ................................................. $19.99
Savage Worlds RPG: Power Cards ................................................. $14.99
Savage Worlds RPG: Status Cards ..................................................$14.99
Savage Worlds RPG: Essentials Boxed Set .................................... $149.99
Savage Worlds RPG: GM Screen and Mini Setting ....................... $19.99
Savage Worlds RPG: World Builder & GM's Guide ...................... $19.99

Q-Workshop
Cyberpunk RPG Dice Set ................................................................ $17.00

Reaper Miniatures
Colors of Golarion 1/2 oz paints ...................................................... $3.99

R. Talsorian Games
Cyberpunk Red Jumpstart Kit .......................................................... $29.99

Steve  Jackson Games
Army Men d6 Dice Set ................................................................... $13.95
Aw, Craps d6 ................................................................................... $ 3.95
Dice Bag: Cthulhu ........................................................................... $13.95
Dice Bag: Dice Dragon ................................................................... $13.95
Dice Bag: Illuminati ........................................................................ $13.95
I saw an interview from GenCon where a Steve Jackson essentially said that dice was the direction the company would continue to move towards.  Long Live Dice!  Death to Munchk.... er...

Munchin: Warhammer Age of Sigmar ............................................ $29.95
Munchkin's saturated, but certainly not dead. 

Dungeon Fantasy RPG Boxed Set, 2nd Printing ............................ $79.95

Troll Lord Games
5th Edition Adventures: Archives Vol 2 ......................................... $79.99

Wizards of the Coast 
Magic the Gathering CCG: Throne of Eldraine
Boosters, Brawl Decks, Bundles, Collector Booster Display, Planeswalker Decks, and Theme Boosters

Transformers TCG: Blaster vs Soundwave Deck ............................ $39.99

Wizkids
D&D Fantasy Minis - Icons of the Realms - Monster- Raiding Party .... $24.99
Not buying 'em, but I appreciate this logical concept. 

#RPGaDay2019 Day 30: How Saltmarsh Gets Its Groove Back...

These last few days of #RPGaDay2019 are rough!

Day #30 is "Connection," and I've stared at this one since before day one.  Lots of potential topics, but soon enough, earlier days were better fits for those stories.

So as I rule against an old, reliable topic, I'll look to a future campaign with "How Saltmarsh Gets Its Groove Back" ... canonically speaking in my homebrew campaign world.

It's one of those things that I say ad nauseum over the years:  my players recognize I keep a campaign tight.   No plot line lays in stasis, no NPC is restricted by its initial role.
Like the real world, I try to ensure my campaign worlds evolve over time, a mixture of the PCs actions and the logic of whatever fantastic world we're playing in.  Something happens to the rescued princess, dishonored knight, or even the upstart stable boy they slapped when no one was looking.  It doesn't need to the gravitas of an epic climax, it simply needs to progress.

I have been running some iteration of my homebrewed World of Georic since 1989.  Systems change, maps can change, but I've always tried to tie in some notes of the previous campaigns.  After my campaign with my army buddies collapsed, I moved the campaign calendar ten years for my college game.  In the village of Eding, the damage from the goblin wars had been repaired, new fixtures and people built, but the surviving personalities remained, and the castle in the swamp was re-populated by lizardmen, even if it did sink another 3 or 4 foot into the mire.

More importantly, the army game PCs who stayed to accept their dishonor and punishment.  Some became bitter, others were re-accepted into the community... even if the community hadn't accepted them in the first place.

With a positive ending for the college game, I moved the timeline 60+ years for my first Hackmaster game.   The actions of the college PCs made a significant impact in the kingdom, but seventy years tames even the most heroic deeds, the new noble lineages... and in this campaign, even allows a prophesied empire come to life and fall apart into its successor states.

By the time this group of heroes arrived at the original village, near the end of the campaign, Eding had changed its name, the most recent Baron was a late middle-aged grandson of the young man who fought during the apocalypse.  The goblinwood had been cleared of goblins, and routinely cleared for lumber and local businesses changed hands numerous times.  The only bone I threw for the players that were in both the college and Hackmaster games was a simple glimpse of the beloved Chateau.  Trees overgrown, with the cooing of pigeons behind the back.

I've done my best recently to connect my distant high school games to the currently mythology by writing the Lost Dispatches of Feraso.   We collectively cared less about connections, encumbrance, or even geography than the present, and to link things up in a logical way, years before the other campaigns has been an amusing exercise.  Lost Dispatches probably has another five or six months of weekly entries before it covers my entire campaign from '89 to '97, but I will admit that I've found a huge plot hole between the campaigns and good ol' Sir Elsderth (Millbottom) Greyhawk, is just the character to fix that lapse in canon.

So, where does Saltmarsh fit into this?  Before The Journey of Mutumbo visited the village of Eding, the same group had visited Saltmarsh... and got forcefully kicked out by the town guard.  For the PCs, it was time to move on, until they reached the village of Orlane and half the party got kidnapped in the middle of the night.

Apparently it was the half of the party the surviving half could care less about, because they fled and recruited a new batch of heroes, who continued to move away from Orlane.  Now, a player of one of the kidnapped characters rolled up the brother of that character, but even he was easily swayed by the others to "finish the mission" before returning to search for the missing.  A near-TPK ended that campaign and started the far more successful "Burning Trogs Rule!" campaign on the other side of the continent.

Now, I've been playing in a 5e online game as a player and have had a blast.  I only own three 5e products: the Starter Set, the PHB, and most recently Ghosts of Saltmarsh, a collection of the classic U-series of modules with a healthy dose of other scenarios.

As always, I have a lot of campaign ideas, but the self-contained storyline of Ghosts does seem appealing, even if I'm not a fan of the hardcover campaign book.

I have zero connections to Greyhawk anymore, so it's natural to set this twenty years in the future of my Saltmarsh... and keep all the connections either replacing plot elements, or augmenting them.

"But ViscountEric," you might ask, "the group got kicked out years ago?  How is there a connection?"

As I said before, I try to find a logical conclusion or a result, even after the party forgets.  Once it was determined that the party wasn't actively seeking out the missing members, I resolved the kidnapping in Orlane.  Heavily dictated by dice rolls, rather than DM fiat, the perfect order of characters broke free of the grip of the "Reptile God" and plotted with other kidnapped NPCs to make an escape. Somehow, arrogant wizard (and former PC) Dalmar Sworin led them to freedom.  And after putting a disguise (and muzzle) on the half-ogre barbarian Thundarr, they worked back to Saltmarsh and solved the haunted house.

With Orlane in chaos from the Reptile God fiasco, Saltmarsh was left to its own devices... and the heavy influence of Dalmar Sworin.  This new adventuring party, based out of the mansion, cleaned up corruption, protected (most) of the innocent and essentially took over the joint.

And then, right around the same time as his brother died in the TPK for Journey of Mutumbo, Dalmar bit it fighting on a ship, as I ran the group through U2: Danger at Dunwater.

Luckily, he had managed to shack up with an elf woman who was as crafty as Dalmar thought he was.  She continued to build power in the region, eventually developing the area of Saltmarsh and Orlane into an independent Duchy of Sworin.  One of the former members of the Journey did eventually return as part of a solo adventure, but outside of quick side trek with Thundarr the Barbarian, she left this new group to find out what "really happened" to the rest of the group.

Their little rogue Duchy survived for 5 years.  The King of Crosedes would eventually install a true priest of Akana to act as a Military Governor and bring in troops to crush the dissent, but the group was "long gone", but it appeared that the region's new name of Sworin would stick among the masses.

So, moving the timeline twenty years ahead, everything that Ghosts details can happen, but a few new NPCs related to the Duchy days might still influence the political groups in the region.   Twenty years gives plenty of time for the group to abandon the mansion, and have an ill-fated alchemist take over... and smugglers reclaim it.

I'll need to reference my notes, but I believe that Thundarr died pretty early in the timeline (half-ogres barbarians of low Int and Wis tend to do that), but I do have an interesting assortment of NPCs who could influence matters in the town.

And, of course, there's the issue of Dalmar Sworin's love child and if he's an influencer in town, a pirate element, or some hard-drinking, hard-loving rake like his father's distant lineage. 

Thursday, August 29, 2019

#RPGaDay2019 Day 29: Evolution of Gaming Inspiration

The word of the day for Day 29 of #RPGaDay2019 is "Evolve."

Yeah, this one is going to come directly from last year's list:

[Here's] another deep introspective look for a old-timer (Silver Age Grognard?) like me:

"How has my play evolved?"

My original play style was forged from the classic fires of D&D. What I consider standard D&D tactics I've nicknamed "SWAT-Style Tactics" for the younger, newer gamer. In a game with no listen checks and thieves with a 20% chance at a skill, it was important to go down the dungeoneering checklist to make sure we had the upper hand opening a door, killing the things inside, and searching the room inside. Lather, Rinse, Repeat.

Of course this was back when the DM was an adversary.  They didn't play with you or directly against you, they simply created the obstacles for your story.  Outside of random encounters or complete FUBAR situations by the characters, the obstacles could be overcome, but not without some blood, sweat, and tears.   Playing together, and efficiently at that, the characters could succeed.  Failure, even TPK failure, was always an option if you didn't play smart.

With a reliance on die rolls in the newer editions, the SWAT-Style doesn't diminish, it guarantees better base information even before a success/failure is rolled. It can certainly speed up play in 4e and 5e.

Alright, the evolution of my play:

High School: AD&D - Palladium (including RECON... still love RECON) and lots of GURPS


College, Part One: As much as the overall quality of gaming books began to improve, my focus continued to stay with AD&D, but my intense look at games with system simplification had begun. Games like TWERPS (a little tactical, a little bit simple, and a whole lotta fun) crossed my path.

Game Store Employment: Not a lot of RPGs (lots of Magic: The Gathering keeping the lights on). Enough time to read a lot of stock about a lot of games.

The Masterbook that wasn't: After returning to college, earning a degree and entering the ranks of the real world, I pondered another return to my World of Georic homebrew fantasy campaign, with two important changes: (a) Move the world into the Dangerous Journeys Epic of Aerth Setting and (b) get into a lighter, plot-driven game using West End Game's Masterbook (Generic TORG for those who have never heard of it.) I simply didn't want to run the new d20 at the time.

In the end, Hackmaster came out and we made the swerve back to a cumbersome but comfortable system.

Move out of the area... I purged a good portion of my collection and moved up to Wellsboro... and discovered Risus. That investment in light-hearted play kept me going until...

I Moved Back, Got Married, Had Kids: Raising two little ones meant limited play sessions and evolve into the long play session model I used for Call of Cthulhu. The kids started gaming through wargames and a homebrew game that in the end looked like a stripped down version of Savage Worlds.

NOW, or "The Future is these here computer games":  Outside of games with the kids and convention games, all of my other gaming has been done online.  Cthulhu is still on hiatus, but now I've reserved Monday nights for a Roll20/Skype extravaganza.   D&D 5e, Call of Cthulhu, and RISUS-based games.

I've also learned to better appreciate the narrative based games in the Powered by the Apocalypse wheelhouse. The same can be said for Fantasy Flight's Genesys Engine used in their Star Wars RPGs.   Any system that allows players to work out stories and actions from the "Yes, but" school, or the even rarer "No, but... " field of study.  Anyway, players are usually more harsh to their characters fates would be with me behind the screen.