#RPGaDay 16

If you are not familiar with #RPGaDay, then please read this page first. For the 16th day of #RPGaDay the question is:

Which RPG do you enjoy using as is?

My tweeted answer is: #RPGaDay 16 #RPG #L5R #DnD #Palladium, overall #L5R

I know plenty of gamers that love any chance to talk about system design in general and/or their favourite systems. I find system purity to be a fascinating area, especially when playing ‘obviously flawed games’ as is. Despite the fact I love tweaking things, I’ve still run several systems as is, and still had fun! I am a fan of multiple systems, and how each one can subtly influence the mind-set of everyone involved. I am also a big believer in utilising an RPG mental tool-kit, which is why it is rare for me not to adapt things. I don’t believe there is a perfect RPG system, since there are too many people with too many different preferences, and this is partly why we have some many different and interesting systems to draw from.

I have run a lot of D&D as is, in part because of playing with numerous players, whether at convention, local clubs, or small groups. The same applies to a few games of Stars Wars D20 that I ran. Given the diverse player base, I was advised at my school’s RPG club, to carefully consider any rules tweaks, so as to not confuse other players, never mind avoid debates. Given that we generally had short sessions, this advice made sense; I think is also part of the reason why at conventions I’ve run games as is.

I respect that this is a passionate subject for so many gamers. We have all sorts of psychological reasons why this can be a sensitive subject, whether it is because:

  • We generally like to know where we stand.
  • Past experiences of debates about rules, possibly involving teasing, maybe even bullying.
  • Since we have spent time learning something, to then find a GM has changed things.
  • As well as subtle impressions, like the issue of buying something and feeling our financially investment is being devalued by someone changing things.
  • The nagging concern that there may be other changes, which links back to liking to know where we stand.
  • Added to this are the numerous debates that I am sure most gamers have come across, and in particular some of the online RPG flame wars.
  • Etc.

Decades ago, my take away from reading many angry posts was to strive to become both better at explaining my main point, it’s all to ease to get side-tracked. More importantly was for me to become less opinionated, especially with strangers. This is partly due to running a community whilst working at KJC Games, GMing Quest, as well as assistant GM for Phoenix (then Beyond the Stellar Empire). As an assistant GM I never felt like I had any real say other things, I was told that I did, just to think carefully, but still I never shock that feeling off, so running that game was good practice at keeping to the main GM’s style and goals. Given the fact I had no training about company PR, and there were a lot of problems converting a PBM non-RPG in to a moderated RPG, I think I mostly handled things well, but I definitely still made many mistakes.

Like any aspect of psychology, I strive to always remind myself that each of us is an individual, and to communicate not assume. This is why I discuss my approach to RP, and any house rules, with any group I play with; although unlike when I was younger, these days I try not to be a floodgate of enthusiasm about it 😉

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Since Legend of the 5 Rings was released, I have run my main campaign as is. I am not trying to imply the rules are perfect, but the rules have worked well for my various groups. In part because I think rules fit the game’s setting; the game reminds me of D&D crossed with a Storyteller game, with the inevitable aspect of Warhammer‘s Chaos and Cthulhu Mythos.

I almost choose Aberrant, but I minutely adapted that game due to the ping-damage issue, that meant for me L5R was a better answer. Given that the design of Aberrant was about outrageous power and corruption, the rules kind of thematically worked 😉 For previous RPGaDay answer I have written about how I am really looking forward to Trinity Continuum. I originally wrote a lot about my hopes for the setting, but I decided that my Mega-Enthusiasm 3 was a bit too much of a tangent.

Other games I’ve run as is includes Palladium, in particular Mystic China. I’d recommend checking out Runeslinger’s blog and video about this infamous system.

#RPGaDay 15

If you are not familiar with #RPGaDay, then please read this page first. For the 15th day of #RPGaDay the question is:

 Which RPG do you enjoy adapting the most?

My tweeted answer is: #RPGaDay 15 #RPG WoD just a few tweaks. Plus as a toolkit #GURPS #Cryptomancer

I am going to separate my answer in to two:

1) The setting I have enjoyed adapting the most is the classic World of Darkness, after just a few tweaks I was very happy with the game. Once Werewolf came out, and the WoD had two games, I always ran my games as a cohesive world, not as separate games. Those that know the games appreciate that they were not designed with any idea of balancing a mixed party; I ran a few games with a mixed party, so I know they can work. I am referring to the complicated supernatural web that envelopes the WoD, the different factions pulling at strands. I’ll blog about this more another time.

2) Since 2000 the game I’ve drawn from the most is GURPS, it has greatly helped me with other games. The books are a wonderful source of information, and I’ll go as far claiming they are the ultimate RPG toolkit; overstatement aside, GURPS is brilliant.

Following on from GURPS, this year I’ve really taken a shine to Cryptomancer. I think the game has added something missing in the RPG hobby, and it was written with system hacking in mind; I wrote a review. I have already been using it, and I have plans to incorporate it further in other games. So whilst I have not used it as much as GURPS yet, I suspect over the next few years I certainly will.

I have enjoyed adapting every game, even the few I am not keen on. As I mentioned for Day 14, I think it is great to expand our mental RPG tool belt.

#RPGaDay 13

If you are not familiar with #RPGaDay, then please read this page first. For the 13th day of #RPGaDay the question is:

Describe a game experience that changed how you play.

My tweeted answer is: #RPGaDay 13 #RPG, balancing challenges & avoid being too epic.

I have tried to keep growing over the years, both in relation to myself, and also how I play/GM RPGs, I have often reflected on how fortunate I was to role-play with so many different people. From being 11 and the silly amount of D&D sessions at school, to playing with much older role-players when I was 16, to being mentored by people at my local games shop, and the great influence by gamers at college. Like other gamers, I am sure this question can result in a floodgate of reflecting and cool stories. Thus there were a few different answers that I started writing for this, each competing for the limelight. I also wrote some blog posts last year about some of my early RP experiences that fitted this question:

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The first role-playing game I ran greatly influenced how I saw the hobby. It was shortly after my first role-playing session, so I was still extremely new to the whole concept of role-play, and of course an inexperienced 11 year old. I came up with a very simplistic adventure idea, since I was pressed for time to prepare the game. Due to my lack of experience I struggled to balance encounters, and I escalated too quickly to being epic about things!

Thankfully one of the players appreciated that I’d been willing to run the game, since everybody had wanted to play.  Sadly I forget the person’s name now, but this 11 year old gave surprisingly sophisticated feedback, explaining why he thought my session had been clearly run by someone struggling and going overboard. His explanation was roughly:

  • It quickly became obvious to him which were my weak and tough encounters, thus the party acted accordingly. He advised mixing things up, tough goblins and monsters near death, and to give clues to this.
  • The party gained too much loot at the end. If one gold coin is valuable than a hundred is a treasure, whilst thousands is ridiculous.
  • The plot reasons I’d come up with were silly, and it was all to epic, making it even sillier.
  • He added that whilst giving out lots of treasure did make one player happy, who at the time was running around the room bragging, but for him he felt it was worthless, since it was all too easy.

This advice started my journey in thinking about plot, balance, character meaning, value and the near-paradoxes of gaming. In turn I have passed on this advice, along with other ideas, to new players and GM’s:

Explore and enjoy low level things when they are new, don’t be in a rush to throw epic encounters in.

This also led my 11 year old self to try and appreciate what was happening in a game at that moment. Not to fixate on what loot we would find, or when we next levelled/spent XP. This of course applies whether the party are 1st level D&D characters, neonate vampires, poorly equipped Solo/Street Samurai, etc., or  powerful versions of those characters.

During my teenage years this advice led me to appreciating little character details. Whether playing Warhammer or Cyberpunk, etc., that as a player epic-ness is my character’s story, and the decisions I make. That as a GM, to allow players to explore their character details, to make decisions and have an impact, and not just to ram my epic plot down their throats. The big plot event down the line will mean more to players who are invested in their characters.

#RPGaDay 12

If you are not familiar with #RPGaDay, then please read this page first. For the 12th day of #RPGaDay the question is:

Which RPG has the most inspiring interior art?

My tweeted answer is: #RPGaDay 12 #RPG, #Aberrant #Trinity #Adventure due to the wonderful IC pages.

I had so many initial thoughts about this question, and sadly despite the list of honourable shout-outs I have provided, I know I am missing off to many noteworthy games. Many old games came to mind, in part because they had been part of my formative RPing years. Whether staring at the old Monster Manuals for AD&D 1st ed over and over again, or the Warhammer artwork emphasising the dark setting. When I started playing Cyberpunk, the artwork helped to differentiate itself from the fantasy games I had previously played; a game with both style and substance 😉

Cyberpunk Interior artI considered Tales from the Loop, which was built upon a wonderful collection of art. This is also a great example of how modern RPGs can have amazing artwork, and how we can keep being surprised.

L5R is one of my favourite games, in part due to its incredible artwork; I tend to buy all the books for a game I like, but at least that means more artwork. Given the game’s emphasis on culture, and how important appearance is in that setting, with so many pieces of art showing character interaction and attire, it was quite easy to show players an example to help inspire them.

I nearly choose Changeling: The Dreaming, I adore that game; I wrote about one of my Changeling campaigns for Day 7. I shouldn’t really single out any of the classic World of Darkness (cWoD) games, as a whole the interior art was diverse and gripping; the walls of my old flats were covered in mostly WoD artwork. The artwork for Wraith really helped to inspire that game’s setting and mood, although I know a few players that were too disturbed by that game to even try it. Changeling’s lovely artwork helped to make that game stand out, and with the diverse races (kith) the pictures felt like a nod at the older games like D&D, whilst being noticeable different to them.

Changeling Interior ArtA special shout-out to Palladium’s: Ninjas & Superspies and Mystic China; whilst I am it, also for Nightbane. Like so many of Palladium books, there is a good mix of artwork. In a hobby dominated by fantasy, then Sci Fi, and then probably Supers, I really appreciated any martial arts artwork.

Although Street Fighter is a big IP, and thus it’s a bit unfair to compare it to non-major-IP games, as I mentioned on Day 5, the artwork was very inspiring. Overall the artwork was vibrant and fitted the style of the game. I’ll admit that anything martial arts related gets a bonus from me, but I really love that game for taking a beat’em up and turning in to something special.

As mentioned above, I finally settled on the books for the Trinity Universe, and in particular Aberrant. Having so many In Character (IC) pages really helped to get the setting across. They were easy to show new players, especially the pages that were comics. Thus the interior art was more than just artwork, they were IC game props. Although the old White Wolf company had done this sort of thing before with the cWoD books, it was taken to a new level with books for the Trinity Universe. Between the timeline, the IC news articles, interviews, wrestling shows, and profiles, the whole collection was both inspiring and highly informative.

Aberrant Interior ArtAs I mentioned yesterday, Onyx Path Publishing are working on rebooting this setting as the Trinity Continuum. Clearly with such a rich heritage to build upon, and the great work and experience of Onyx, Trinity Continuum is obviously going to be amazing. I’d only be surprised if the game was less than stunning to look at. Check out the Trinity Continuum pages.

#RPGaDay 11

If you are not familiar with #RPGaDay, then please read this page first. For the 11th day of #RPGaDay the question is:

Which ‘dead game’ would you like to see reborn?

My tweeted answer is: #RPGaDay 11 #RPG, #Dune and #TrinityContinuum #Æon #Trinity #Aberrant #Adventure

I am eagerly anticipating the return of the Trinity Verse, now called Trinity Continuum. Onyx Path Publishing are working on rebooting this setting, and the tweaks are sounding great. Whilst it is rare to hear about a tabletop RPGs in development being cancelled, it could still happen, so it’s not done till it’s done 😉

I have been running a Trinity Verse campaign for over ten years. Overall it’s been a great campaign, with many engrossing sessions. I started the setting before Slider being murdered, and since the party really mixed things up she wasn’t killed, but of course things still got messy in different ways. All of the PCs partially focused on Mega Intelligence whilst individuals also explored their powers. The groups goal became about researching how to manage taint. They also looked in to different types of energy, brain structure. They used the research to network with many different groups, and over the years moving towards global social engineering; and of course then handling the different fallouts from such work.aberrant

Due to the PCs detailed orientated approach to the game, the game’s complexity really escalated. I made a databases to track what 100s of key Novas were up to, as well as there previous actions. I also have extensive notes as Adventure era characters discovered mysteries that tied back to the Nova age, as well as affected the alternate future Trinity timeline. One of my player knows the setting very well, and they appreciated that they got to play something different.

This campaign has been great to run, in part because the party often spent time talking to each other, allowing many moments when the players effectively ran entire sessions between themselves. Partly due to how complex things became I took a break from running the game. Since we heard about the reboot the group agreed to wait to see what is done. I recommend checking out the latest Trinity information, .

Since I choose a setting that is in the process of being rebooted, then I’ll add a 2nd choice: Dune. My own setting and mechanics that I have been working on for years, has a strong psychology and spiritual emphasis, and this is something that I would love to see in an official Dune RPG. Years ago I did briefly play around with making a Dune game, lot most role-players taking bits from all sorts of game. Add in some Mage: The Ascension, and we get the Dune: The Sleeper Must Awaken 😉

#RPGaDay 09

If you are not familiar with #RPGaDay, then please read this page first. For the 9th day of #RPGaDay the question is:

What is a good RPG to play for about 10 sessions?

My answer is: #RPGaDay 9 #RPG, any game can work, don’t feel restricted by setting or system. Use the opportunity.

The following explanation provides more detail for my short Tweet answer. It also builds upon the answer that I gave yesterday, for #RPGaDay 8, so I’d recommend reading that first.

I believe that all RPGs are toolkits that form the basis of a game. They provide suggestions of how to run that game, the rules are important but always optional. To clarify, I am also a big believer in group stability, so any changes are best discussed first with the players, since they are generally agreeing to play a particular rule system. As all RPGs are about imagination and freedom of expression, then all systems can provide this framework regardless of our individual preferences.

As part of my daily checking out of other peoples’ opinions, I have come across quite a diverse list:

Primetime Adventures, Shadow of the Demon Lord, Shadowrun, World of Darkness, Traveller, D&D 5e, Call of Cthulhu, or Pendragon, Call of Cthulhu 7E, Cyberpunk, Mutants and Masterminds 2nd Ed, Phoenix: Dawn Command, Paranoia, A Song of Ice and Fire, Red Aegis, Ryuutama, 40k Dark Heresy, any D&D, and many more.

The previous paragraph is a wonderful list of games, I’ve played most of them and I agree with them being recommended; this is also partly why I don’t feel the need to add a few more suggestions. What is interesting is how specific some people are regarding editions, which I would guess is likely to do with how they feel rule variations impact game flow/style. I mention this because I think such a diverse list helps to underline my point above, that all RPGs provide a framework.

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The topic of RPG design, and how systems affect game play, has been an area of much discussion over the decades. By emphasising certain words and overall concepts, a game designer can influence how some players will initially perceive a game, and thus how they play the game and discuss with others; in psychology this referred to as Priming. There is definitely something to be said for an RPG being specifically designed to focus on a particular aspect of role-playing, be it combat detail, social options, flow, etc. For example: Primetime Adventures is a quite different style of RPG, it explains the idea of running gaming sessions like a TV series, and so if I was forced to pick a specific system to answer this question, then I would pick that. But as I wrote yesterday:

Whilst systems certainly matter, how they are implemented matters more.

Although RPGs are generally considered to be open ended, there is nothing stopping a campaign being short, and even a single session (one-shot). For example: one the RPers that I follow on Youtube, goes by the handle Nolinquisitor. Today he posted this interesting explanation that most of his group’s games are 10 sessions long:

This is a great suggestion by Nolinquisitor, since I think he and his group provide a great example of how get to play the ever increasing list of RPGs.