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Down through the decades I would fill notebooks full of game ideas, clutter first hard drives and then scattered Dropbox and Google Drive accounts, leaving behind a wake of unfinished projects and one-shot game events run at game conventions big and small, and later at random bars and cafes across New York City. Many friends have come and gone from my life, and a lot of them shared my love for tabletop role-playing game hobby.
Many took it further, becoming professional game designers or working with various distribution. I can never thank them enough for sharing in the fun and frustration that RPGs bring to those who play them. The City of Greyhawk wakes one morning to discover the sun has not risen. Days in darkness go by with a small band of heroes matching wits against a family of vampire mobsters, a performance troupe of wererat bards and four incompetent wanna-be adventurers.
Eventually, a fallen angel and his demonic lover lead them all to an extradimensional stronghold at which the player characters are tested. The group chooses inaction, essentially allowing the world to continue under divine and magical rule. The sun appears again and life in Greyhawk returns to normal. Those last two shared the same body and would roll off to manifest on an encounter-by-encounter basis. It was a mess, and ended after a couple sessions.
Early s, Vampire: The Masquerade becomes a big thing. A professional trade convention serves as cover for a gathering of supernatural creatures, each with its own agenda.
During the reading of his last will and testament, magical items from his estate are contested by multiple supernatural creatures from across time and space. Ultimately a ghost finds peace by getting revenge against a vampire lord, a modern-day Faust escapes the hell cyborgs stalking him, and an angel and demon together find love. Devils fighting in the Blood War steal a pair of nuclear missiles from Earth circa and hide them for a time on the Astral Plane.