Quick reminder: I’m mostly posting my RPG stuff via tabletop.social: @kensanata
@Halfjack I wrote a response to your blog post about killing. In short, I feel that small changes in how I run the game made sure players trust that vanquished foes will stay out of the picture so players never have to regret their choice of letting enemies live. https://alexschroeder.ch/wiki/2018-10-25_Death_%26_Betrayal (I also tried to leave a comment on your blog but it got eaten.)
We have five blogs, now! Please reply with the address of your blog if you would like me to add it. I don't want to add anybody without their consent so please contact me even if you think I know your blog and you think that I think that you think it'd be OK. 😃
I like the idea of Powered by the Apocalypse games and I have PDFs of many of them and bought the paper version of Sagas of the Icelanders. I think the reason these games did not make it into my top five are twofold:
- Too setting specific; I mean, that’s the point, right? Specific rules for specific settings. Lady Blackbird does specific better.
- I cannot imagine log time play (50+ sessions). Where’s constant change over time?
So I steal what I can and play other games.
I really wanted to like Luke Crane games. I think it was @Judd and his posts about orcs that sent me down this path. I bought Burning Wheel (the four books back before the golden edition); Burning Empires; Mouse Guard; The Blossoms Are Falling; and the PDF of Torchbearer. I read Jihad. But whenever we tried these games, they fell flat. It was too meta! Too much thinking about Artha and Beliefs and tests and not enough action and immersion.
Diaspora is a Fate for a Traveller-style game and I switched a Traveller campaign to Diaspora in an effort to save it many years ago. But Fate points make the game fundamentally boring for me. And without Fate points all the aspects are irrelevant and so it’s all downhill from there.
King Arthur Pendragon has traits which I love but character generation is a pain and combat is wonky, the winter phase was boring.
#Pick5Games RPG Edition:
- Halberds and Helmets, my house rules for B/X D&D, best for long time play (50+ sessions per campaign)
- Lady Blackbird for best mashup of all the ideas, everything in one character sheet, best starting situation, best adventure notes…
- Traveller (the oldest versions), for random lifepath based character generation, sandbox play, genre independence, no advancement (!)
That’s it, I think.
At the temple Ceazhi on the island of Sifisturho, Priest Lord Trida turned to the novices. “Your first duty will be to find the Decanter of Endless Water that has been dropped in our realm two hundred years ago. As you know, at first people laughed. But our diviners are certain: Dazisizi left the decanter of Wriwripha open in revenge for the lack of respect he felt he was owed. Do not return to this temple until the decanter is found and plugged! Go now, my children.”
This was a good list of all the RPG games people cared to comment about back in 2012. Do you think we could do it again?
1. Describe one game you are familiar with in a way that would be as helpful to total newbies as possible in 4 sentences or less.
2. Each system may only be done once.
3. Read the thread before posting yours to make sure you aren't duplicating.
4. Clones count as separate games.
5. Settings can also count as games.
From an old G+ post of mine: As the party reached levels 5–9, my dungeons started changing. There was no in-game reason to visit dungeons. It's all about conquering Spelljammer ships, fortresses, defending buildings, exploring evil temples, extraplanar hideouts… and it turns I don't actually need a real map. A simple list of important sights (rooms) and how they are connected is good enough. Dungeon maps are overrated.
Learning to play D&D is more a study of philosophy than it is of rulebooks. Character classes, and saving throws, and combat mechanics are all just subsystems for resolving edge cases. The core mechanic of the game is conversation. Specifically, a Three Step Conversation.
1. The referee describes an environment.
2. The players describe their actions within that environment.
3. The referee describes how the environment changes.
In my experience, this back-and-forth effectively describes the vast majority of good play.
1st attempt at mapping for #dnd homebrew campaign. Plan is for this to be multi-level mine. Our party grew to 7 last week (oops) so I'm populating it with a balance of monsters to keep them occupied and slaves they need to free. Next week is the test. Goal is to nearly kill at least two of them somewhere in the next level of the mine.
If you (like me) use a lot of graph paper, here is some LaTeX code with lots of different styles that you can customize. Fee free to fork and make improvements!
(And send me pics of your best graphs, plots, dungeons, wilderness maps, etc.)