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Dressed to Kill

Around mid-to-late last year, I splurged on the independent roleplaying game, Sorcerer by Ron Edwards. I'd read recommendations on it in most of Jared Sorensen's work, in Dogs in the Vineyard and on The Forge to make me think it might be worth getting, and the way it was discussed led me to think that it might have some interesting and heretofore-by-me undiscovered techniques for and insights into roleplaying.

I remember reading it and being, well, a touch underwhelmed. But as it sat on my shelf, I read a few Actual Play threads and rules discussions - and things started to percolate. I helped assemble a couple of resources for it on the RPGnet Wiki. One of them, "How To Run: Sorcerer," I put together with the explicit intent of creating a coherent, step-by-step process that I could use to build a Sorcerer campaign concept.

That was a few months ago, and it's only been in the last week that I've been able to get over the first hurdle: Coming up with a definition of Humanity personally interesting enough for me to run. (I've read a couple of play reports that have suffered problems because Humanity and the circumstances which would prompt a Humanity gain or loss check were hazy and ill-defined.)

The result is a work-in-progress that I'm calling "Dressed to Kill". If it interests or intrigues you, why not get in touch? I'd love to organise a game. (You can also find "making-of" notes here.)

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