D&D in Space: Evolved

\"VoidjumpersWhen I released Voidjumpers of Space, my D&D 4th Edition re-imagining of Spelljammer, I received a lot of feedback. I\’ve incorporated that feedback into a new, expanded release of Voidjumpers, which addresses many of the concerns folks had:

  • Space now has gravity and breathable air, which simplifies a lot of things.
  • The sample encounters and adventures have been dramatically fleshed out, including encounter descriptions and stat blocks for monsters.
  • All stat blocks now use the Essentials format.
  • I\’ve added two new ship types: brute fighters (higher damage and lower HP) and guard stations (floating space platforms)
  • Lots of other little tweaks.

Download Voidjumpers Evolved, free as always.

\"\"

If you have ideas, suggestions, comments, or contributions, email me at brent@brentnewhall.com. I can\’t promise that I\’ll add anything, but I promise to consider your offer seriously.

Categories: Role-playing | 5 Comments

Let’s Play an Interesting RPG, episode 3: Gamma World, part 3 of 3

The Let\’s Play group plays a different RPG every week.

In our 11 November 2011 session, we played Gamma World, a post-apocalyptic game of goofy adventure

The Group: Let\’s Play an Interesting RPG

  • About the group (with instructions on joining or watching our games)
  • This session\’s Google documents: cards and map

The System: Gamma World

The Players

Video (part 3 of 3)

[podcast format=\”video\”]http://rpg.brentnewhall.com/media/LetsPlay-0003-part3.m4v[/podcast]

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Let’s Play an Interesting RPG, episode 3: Gamma World, part 2 of 3

The Let’s Play group plays a different RPG every week.

In our 11 November 2011 session, we played Gamma World, a post-apocalyptic game of goofy adventure

The Group: Let’s Play an Interesting RPG

  • About the group (with instructions on joining or watching our games)
  • This session’s Google documents: cards and map

The System: Gamma World

The Players

Video (part 2 of 3)

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0003-part2.m4v[/podcast]

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Let’s Play an Interesting RPG, episode 3: Gamma World, part 1 of 3

The Let’s Play group plays a different RPG every week.

In our 11 November 2011 session, we played Gamma World, a post-apocalyptic game of goofy adventure

The Group: Let’s Play an Interesting RPG

  • About the group (with instructions on joining or watching our games)
  • This session’s Google documents: cards and map

The System: Gamma World

The Players

Video (part 1 of 3)

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0003-part1.m4v[/podcast]

Audio Only (entire episode)

[podcast]http://rpg.brentnewhall.com/media/LetsPlay-0003-GW.mp3[/podcast]

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D&D 4E is Tricking DMs Into Being Better Story-Tellers

A conspiracy theory:

In D&D 4th Edition, death is rare.

Because death is rare, combat is less risky.

Because combat is less risky, it’s not inherently thrilling.

Because combat isn’t inherently thrilling, DMs must now make combat interesting, or make the overall story more interesting.

Thus, D&D 4E forces DMs to be better story-tellers.

Categories: Role-playing | 2 Comments

50 Games in 50 Weeks: Old School Hack

OSH logoOld School Hack is a study in contrasts, as it attempts to balance old school sensibilities with modern, player-driven design ideas. On the one hand, players roll 6 stats and choose classes like thief, magic user, and elf (yes!). On the other hand, they get Awesome Points for being awesome, which they must use to level up.

When OSH works, it’s beautiful: players are encouraged to do awesome, interesting things both in and out of combat. In our game, the goblin player who snuck around and attacked from the shadows was rewarded for that. The simple mechanics (roll d10s in combat; a d12 outside of it and add a modifier or two) resolves actions quickly and keeps the story moving.

The combat turn order is another thing of beauty. Each type of action (melee attack, ranged attack, movement, etc.) has a specific position in the turn order, and players use tokens to position themselves in that order. So, on any given turn, a character in a defensive position will always go before characters who fire ranged weapons, who will fire before those using melee attacks. PCs are not relegated to the beginning or the end of nearly every turn.

But that simplicity is a drawback. At first level, players’ mechanical options are limited, with only one or two specific combat actions (though they can use more by spending a lot of Awesome Points). Fights quickly become slugfests, with characters fighting the same way every turn. Players have to be very imaginative all the time.

To which some might say: okay, play with players who can do that. Agreed. However, it can be tiring to play a system that provides so few hooks for your character. Houses of the Blooded — a system, to be clear, I’ve read but haven’t played — is almost mechanic-free, but provides tons of hooks on which to hang a character’s personality traits.

Granted, this is a feature common to old-school systems, where PCs start weak. However, fantasy role-playing has moved beyond this trope. Most of us don’t want to start that far back in our characters’ histories. We don’t want to start with John McClane’s first day on the police force; we want to start with the assault on the Nakitomi building.

So, Old School Hack is a system for players who can build a vivid character and want the system to get out of their way.

Categories: 50 Games in 50 Weeks | 2 Comments

Let’s Play an Interesting RPG, episode 2: Old School Hack

The Let’s Play group plays a different RPG every week.

In our 11 November 2011 session, we played Old School Hack, a reworking of classic D&D using modern design principles.

Note: The RPG “Grimm,” mentioned in this episode, is currently on sale for US $20 on DriveThruRPG. Thanks to Jeff Dougan for pointing this out.

The Group: Let’s Play an Interesting RPG

The System: Old School Hack

The Players

Video

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0002.m4v[/podcast]

Audio Only

[podcast]http://rpg.brentnewhall.com/media/LetsPlay-0002.mp3[/podcast]

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Let’s Play an Interesting RPG, episode 1: InSpectres

The Let’s Play group plays a different RPG every week.

In our 4 November 2011 session, we played InSpectres, a game of goofy spectral investigation. It’s basically Ghostbusters.

Let’s Play an Interesting RPG

The System: InSpectres

The Players

Video

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0003.m4v[/podcast]

Audio Only

[podcast]http://rpg.brentnewhall.com/media/LetsPlay-0003.mp3[/podcast]

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How Not to Release Something Horrible from the Never Never (A Primer for New Players of The Dresden Files)

'Dresden' by bulle_de on Flickr

'Dresden' by bulle_de on Flickr

A few quick pointers on approaching a game of Evil Hat‘s Dresden Files RPG:

  • The major themes of the Dresden Files include investigation and magic (including the Occult). Good backstories include one or both of these.
  • Pick Aspects that relate to either your character’s inner struggles, or other people (particularly other players and known antagonists).
  • Once your group has chosen its City, learn 3 really interesting things about it. Keep those in the back of your mind and on an index card.
  • Collaborate. It’s not just a buzzword; politely suggest ideas and ask others for their ideas. Suggest connections between characters. If another player is struggling, throw out a rough idea or two.
    • This ties in to how high-level Dresden Files can be during-play. Specifically, the players and GM can easily pull out of the situation temporarily, decide on a fun or interesting next step, and dive back in. I don’t know why that’s more true of Dresden Files than the average system, but I’ve observed it.

Do you have any suggestions?

Thanks to Gordon Ku for the title.

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Why 5th Edition D&D Isn’t Coming Any Time Soon

1st Edition AD&D 2nd Edition 3rd Edition 4th Edition
3-5 years 10-12 years 10 years 8 years 3 years

Via Wikipedia.

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