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]

Categories: Let's Play an Interesting RPG | Leave a comment

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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Player Rx: How to react when thrown a curveball

'The Sorcerer, 2012: Dawn of a New Age' by keoni101 on Flickr

'The Sorcerer, 2012: Dawn of a New Age' by keoni101 on Flickr

Your character’s fighting an evil sorcerer, and he turns to your character and reveals that he’s kidnapped your character’s sister. How do you respond?

As a player, you’re often given cues for your character to react to. It can be tough to decide exactly how to react. Does your character have an emotional scene? Will that slow down the game? We tie ourselves up in knots.

I say: this is a role-playing game. Your job is to play your character. If your character would scream in rage, or beg her friends to spare this guy so they can find the sister, that’s your character. Go with it.

If the scene does drag on, you’ll realize that as you play the scene. Best to at least dive into it.

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Exploring The Lost Kingdoms

Michael Garcia’s The Lost Kingdoms is a GM aid, meant to provide a ready-to-use framework for a typical fantasy kingdom.

And that is its biggest problem.

On the one hand, The Lost Kingdoms may be useful for new GMs who want a generic fantasy town with the barest bones of backstory. The setting’s background–wild kingdoms locked away behind a gate, recently re-opened for adventurers–is a great idea. The document lists a few common locations–a tavern, a weapons shop, a general store, several temples, etc.–each with a paragraph or two of basic information.

On the other hand, who wants to adventure in a generic fantasy town?

However, there’s not enough detail in The Lost Kingdoms to raise any of its contents to life, and what does exist should be easily imagined by any GM. Do I need someone to tell me that my town has a weapons shop? If the players need one, I can just say “Yes, there’s a weapons shop.” The meager information provided in the shop’s description (that it’s run by “a very well-known pair of Dwarf brothers”) could just as easily be re-imagined.

Worse, the book’s naming hurt my brain. Most places in town have deliberately generic names, like Apothecary and Inn, but the town square is named Statdplatz. Areas of exploration are given names that sit uncomfortably between generic and specific, like Edge Mountains, Morning Mountains, Crystal Lake, and Wasted Sands.

And the emperor who unsealed the gate? Bob the Magnificent. It just jars.

To top it off, the last page refers to “the awesome random encounter chart which I also provide,” which I can’t find anywhere in the book.

Even at its current $0.99 price, I can’t recommend The Lost Kingdoms. What’s here is too generic and weirdly named to be useful.

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