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Friday, May 30, 2025

Beim Aventurischen Quartett

Ich war beim Aventurischen Quartett zu Gast. Wir lesen und diskutieren gemeinsam den Aventurischen Boten, das In-Game Magazin aus der Welt des Schwarzen Auges, das die Lebendigkeit der Welt seit den frühen 90ern sicherstellt. 

Aventurisches Quartett - Bote 228

Das Aventurische Quartett ist ein YouTube-Live-Format, gehostet von Frosty. Alle sind eingeladen im Chat mitzudiskutieren. Das Quartett hat immer wieder interessante Gäste, aber immer sind es vier Personen, die seit über 5 Jahren, in die lebendige Geschichte Aventuriens eintauchen. 

Für mich war der Aventurische Bote seit Ausgabe 26 sehr lange wichtiger Begleiter für mein Rollenspiel. 

Wednesday, May 14, 2025

Zu Gast im Podcast Quest Office

Ich war Gast bei Gianni Ventrella's Quest Office Podcast zu Tabletop Rollenspielen. 

Wir sprechen neben allerlei Anderem über das Mixen von Spielsystemen: meine Erfahrungen damit, mit unterschiedlichsten Charakterbögen in einem ganz anderen System zu spielen, waren ziemlich positiv bisher. 

Vor allem erzähle ich davon, wie wir die Schwarze Auge Kampagne Sieben Gezeichnete mit DSA5-Charakterbögen aber einem Powered by the Apocalypse-Regelsystem (Powered by Aventurien) gespielt haben und welche Auswirkungen das auf unser Spiel und unsere divergierenden Spielgeschmäcker hatte.  

Der Quest Office hat diesen für mich unheimlich großen Charme, dass er Unterhaltung fließen lässt: das sind die Unterhaltungen, bei denen ich mich wohl fühle, weil ich mir vorstellen kann, direkt im Kreis der Sprechenden zu sitzen und wir gemeinsam in den Austausch gehen. Mit Interesse aneinander und den Erfahrungen, die wir im Spiel und um das Spiel herum gemacht haben. 

[Bild: gemeinsam gemalter Dungeon von meinem damals 4-jährigen Kind und mir]

Sunday, October 27, 2024

Blog zu meinen Erfahrungen mit Indie-Spielphilosophie in der Borbarad Kampagne

 Ich habe einen separaten Blog aufgemacht, um dort meine Erfahrungen beim Leiten der Sieben Gezeichneten Kampagne (G7 oder 7G oder auch Borbarad-Kampagne) zu teilen. Die Kampagne ist ein Meilenstein der deutschen Rollenspiel-Geschichte. Sie ist in den 90ern erschienen und ein wahres Mammut-Werk. Über das Hauptwerk hinaus, wurde sie mit einem innerspielweltlichen Magazin begleitet und nach Erscheinen immer weiter von der Spielendenschaft ausgebaut und bereichert. 

Ich habe die Kampagne mit mir vertrauten Indie-Spielprinzipien in den letzten Jahren geleitet und zum Abschluss gebracht. Im Blog Indie 7G schreibe ich von meinen Erfahrungen. 


Friday, September 9, 2022

My RPG work



My name is Gerrit and I'm a TTRPG and LAOG designer. Are you interested in the games I have designed? Have a look into this post. If you are interested in an exchange with me about your or my design? Join the Gauntlet community, engage with me on Twitter or join the Facebook group on Remote, Digital Larps and Live-Action Online Games. 

Saturday, January 8, 2022

My RPG statistics for 2020 and 2021

 This is how my RPG and LAOG / larp life looked like in the last years - in numbers. Follow me on a statistical ride, based on the form I'm using to track information about the sessions I played. Since I missed posting about the stats for 2020, this is looking back at two years. More so, since I'm now doing stats since 2015, I have now 7 years I can compare with each other. Sounds like a decent time series, doesn't it? 

Surprise, surprise, my gaming moved online over the pandemic. Also, I played a lot less. From the all-time-high in 2017 with 370 hours of gaming, I'm down to 130 hours in 2021. That still sounds like enough to me. The stats nicely show that pandemic times weren't a drastic shift in gaming. Quite the opposite, my gaming has been mainly online since 2017 - when we had moved to Guatemala.  I'm a fan of playing online: the variety of people I can play with, the setup, the commitment to logistics. 

All the following figures are percentages in gaming hours - not counted in sessions. Which means that longer sessions have a higher weight. That seems to me to be the more useful stat as more time usually also means higher importance and hopefully more joy.  

Saturday, July 31, 2021

Tuk Fast Tuk Furious - Gedanken zu einem schnellen Wettrennen-RPG


Tuk Tuk Tournament Cover Page mit Tuktuks vor einer Startlinie

Tuk Fast Tuk Furious ist ein kurzes Erzählspiel, das in dreißig bis fünfzig Minuten gespielt werden kann. Es geht um ein aufregendes Rennen von sogenannten Tuktukeros, den Fahrerinnen und Fahrern der dreirädrigen Vehikel, die in verschiedenen Ländern der Welt meist als Taxis fungieren.
In diesem Artikel (zuerst veröffentlicht auf Erzählspiel-Zine, hier noch aktualisiert und ergänzt), beschreibe ich den Entwicklungsprozess des Spiels und teile meine Design-Gedanken. 

Friday, May 7, 2021

Three Forms of LAOGs

LAOG logo floating in a spiral between a camera, an eye and a palette icon

In this article, I present a categorisation of LAOGs - depending on how they make use of the communication channels in place. I identify three different forms: The Diegetic Call, The Invisible Call and The Metaphorical Call. Let me take you on this journey of design exploration. Then make up your own mind how your experience fits or does not fit into this picture. 

Sunday, March 22, 2020

An Overview of existing LAOGs - Live Action Online Games

Live action is for everybody. Larping online makes larping accesible to a completely new audience, makes it much easier for people with kids, financial,  mental or physical constraints and allows for a truly global audience at a minimum of environmental costs.

It's time to list all the existing games (of my knowledge) and where to find them. [EDIT: So many larps have been transitioned to be played online due to the Corono-crisis, I can't list them all but will focus on those with interesting design choices specifically for online play.]

Saturday, February 29, 2020

My RPG year 2019 part 2: Statistics and insights I

Five players enjoy putting on makeup together as part of the game
Playing Makeup Moments in 2019
In the following I dive deep into the statistics I made around my gaming in 2019. That is much more than a count of sessions. I compare with the four previous years on what genres I played, with whom I played and many other sometimes surprisingly interesting insights I find in this data. Come with me, have a look at how I played and maybe reflect on your own patterns and how they might have changed over time.

Wednesday, January 29, 2020

My RPG year 2019 part 1: Looking back

It's 2020 and time to look back to my RPG life 2019. Again, I have done statistics and will publish them here in three successive articles. This first one will be about what generally has happened in my RPG life.

Thursday, April 11, 2019

My RPG year 2018 Part 3: Characters of the Year Awards

Picture by Tina Cassati
This is about the characters I played. In Part 1 of my review of 2018 I talked about my RPG activities, in Part 2 about my gaming - but now we come to the core of it: the roles - as in role playing. This third and celebratory post is giving all the attention to our protagonists: the characters we played.  Let's give them all a big applause for the good time they gave us.

Monday, April 8, 2019

My RPG year 2018 Part 2: Statistics and insights

Statistics sound boring. But they don't need to be. I track my roleplaying activities to learn, to reflect and to make visible. I think there are some interesting points in here for others, too, hence the publication of the data and my accompanying thoughts.

This is the second part of me looking back into 2018 and what has happened in terms of roleplaying for me personally. Part 1 focused on my activities beside playing. This part is about playing. Part 3 will be the award ceremony for the characters I played.


Friday, April 5, 2019

My RPG year 2018 Part 1: Looking back

I'm carefully tracking my roleplaying activities for a couple of years now. 2018 was no exception. For the next three blog posts, I talk about what I have done and played with some deeper insights behind my personal statistics.

Sunday, February 17, 2019

Sharing the cognitive load


PictureThis is a re-post of a blog article I wrote for The Gauntlet Blog.


It's an article for online game facilitators and how they can structure the social aspects of a game session: how to discuss the game, bring in safety tools and eventually how to share the roles which usually all seem to automatically fall into the facilitator's lap with other players. I provide a template I created for your convenience. The final paragraphs are dedicated to how to end a sessions, namely how to do a debrief - and finally why debriefing and feedback are so hard to separate from each but should be separate.


Sunday, December 2, 2018

Ghost Drums - a game about pain and ignorance


Ghost Drums is a a short story game by Daniel Sojuel and me with art by Ismael Sosof. You can find it in the latest Gauntlet Codex issue, Dark 2

With Codex Dark 2 you'll get the game twice: once in English and once in Spanish. 

Here is the free, unedited version of the game.

The game is based on an old Tz'utujil Mayan legend. The legend is also included in Tz'utujil. 

Ghosts who drown in lake Atitlan (Guatemala) return to the town of Santiago Atitlan (where I currently live) to haunt the living. But they are forced to carry drums, so the living can escape them. One day a visitor from the North comes and steals the drums as they make nice souvenirs. 

Saturday, September 8, 2018

Designing and playing live action online games – laogs


This year I started a new project on the Gauntlet Hangouts calendar under the name: live action online games. It’s my attempt to bring some of my favourite moments I had in Nordic larps and American freeform into an online world. In a laog, you stay for the actual play time 100% in-character, often the nature of the video call is part of the game. There can be mechanics or meta-techniques but we don’t describe what our characters are doing, but what we do, we do.

Monday, March 26, 2018

Atitlan Riders, a Central American Indigenous Tuk Fast & Tuk Furious Social Drama RPG

Atitlan Riders is my Powered by the Apocalypse (PbtA) roleplaying game (RGP) about coming-of-age in a modern Mayan town in Central America - and about secretly being fast and furious tuk tuk racing drivers.


The time has come to present the PbtA story game I’m currently developing to the public. In this article I would like to give you an idea of what the game is about, share with you some design elements, where I currently stand in terms of development and what I have in mind for the future of the game.

Monday, January 15, 2018

My RPG year 2017 - Statistics and looking back


Al my characters - part 3 in 2017
It’s time for another look at my RPG session statistics. Something I’m doing now for three years. As my fellow RPG statistican Timberwere was already saying: the more material from past years you have to compare the current year to, the more interesting observations you can make. So I will compare and analyse between the years. But beside all statistics this article is also a lot about all the great things which happened to my gaming in 2017 and I write to celebrate that.

Sunday, December 10, 2017

Indie und Story Games in der Welt des Schwarzen Auges

Im Rahmen der Gauntlet Community biete ich ab Januar regelmäßig mehr oder weniger bekannte Indie-Spiele in der Welt des Schwarzen Auges, vor allem in Aventurien, an. Die Spiele finden auf Deutsch statt.

Den Anfang macht „Brillante Zwerge – Unbill in der Binge* - ein Fiasko Playset, das ich vor einer Weile geschrieben habe und das im Erzählspiel-Zine veröffentlicht wurde.


Thursday, July 13, 2017

Solo RPG: Last Ride / First Ride

Last Ride / First Ride (LRFR)  is a solo RPG by Jason Morningstar. I played it a month ago, had a lot of fun and would like to share some thoughts I had around it. Below you can find my Actual Play report.