3. What is something you have done with your game character that you are the proudest of?
Back at the beginning of the millennium when we had a four-year-long 7th Sea campaign, my character (Captain Constanza de Aldana y Orduño) had plenty of time to undergo a lot of character development. She went from a bookish young woman to a determined righter of wrongs, a Big Damn Hero.
As a player, at one point I saved off my experience for almost a year to buy the Advantage “Woman of Will”; it had been released in a supplement but I surely would have bought it at character creation if it had been available in 1999, so the GM let me buy it after the fact. It felt fitting to the character and to the advantage to save up like this.
As a character, Constanza ended up defeating the pirate Reis as well as putting the rightful king of Castille back on the throne — and secretly marrying said king. Her ship and estate were refuges for a collection of misfit NPCs that she she had saved from various perils.
25. Favourite revolutionary game mechanic
- Free-form skills, as introduced by Over the Edge (Atlas Games). They changed the face of gaming for me, turning characters back into concepts, not the piles of numbers they had been reduced to by earlier RPGs.
- Character troubles and backgrounds as stories a player wants to pursue, not a source of of disadvantage points to min-max with. First encountered in 7th Sea (Alderac Entertainment Games).
- A range of success that includes No but…, Yes but…, and Yes and…, as first encountered in octaNe (Memento Mori Theatricks). In the long run, it made a huge difference in my game-mastering.
15. Longest RPG campaign played
Face-to-face, I think that would be “Aldana Steel,” our 7th Sea campaign that lasted from 1999 to 2004. Online via VoIP, probably our Savage Worlds: Dark Heresy saga, from about 2009 to 2013, I think. Online text-based: probably “Big Trouble in Little Al Amarja,” an Over The Edge play-by-email from about 1996 to 1999.