Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Sunday, 27 August 2017

#RPGaDAY 2017 - Day 27 - Essential tools for gaming

Day 27 of #RPGaDay 2017. 

What are your essential tools for good gaming?

Am I the only one that's starting to think these questions jumped the shark?

I only have one answer for this one: players. 

The only thing we need at the table to have a good game or even a great game is players. All the rest is optional. Sure you may have a better chance to have a good game with a good ruleset. Yes, you probably up the odds of an epic session of D&D if you set up a Dwarven Forge Dungeon and toss down a 1' tall Orcus miniature in the middle. But you don't need any of that. 

I once ran a game at the Windsor Gaming Society called: Pirates of THE Spanish Highlands. There was a group of gamers there, this was when Magic was a plague taking over all the local RPG tables. Even I had magic cards with me, but there were people there that didn't want to play magic. They wanted to play an RPG. So I made up a game on the spot. I came up with a really simple system and we made notes as we went so there was some form of consistency. It was over the top, it was ridiculous and it was in no way a good system, but to this day it was one of the most fun gaming experiences I've ever had. Ever. 



For those wishing to play along at home, here are the topics for this years #RPGaDay. Feel free to use these cues in your tweets, facebook posts, g+ threads, blog posts and more.

Saturday, 26 August 2017

#RPGaDAY 2017 - day 26 - useful resources from an RPG

Day 26 of #RPGaDay 2017. 

Which RPG provides the most useful resources?

I don't understand what this means. What kinds of resources?

Are we talking about supplementary products? If that's the case then my answer is the same as day 14, AD&D 2nd Edition. AD&D 2nd edition had so many awesome off shoot products that were awesome for improving your games.

Does resources mean the most useful resources through adventure modules? Then my answer is the same as Day 19, Warhammer Fantasy Roleplay. At least the Enemy Within Modules. Each of those started with a bunch of cool new rules and ways to make your game better. Usually taking up about half the book.

Maybe a mix of both?

If that's the case then I have to say Cyberpunk 2020. The reason I say this is due to the variety of the types of sourcebooks and modules that R. Talsorian Released.

There were books featuring awesome new gear; the Cromebooks. There was an amazing book that took the fictional city the game was set in and mapped it street by street; Night City. There was a book all about cyberpunk in space, with rules for things like space ships and zero-G fighting; Near Orbit. There was even a book that added mecha to the game; Maximum Metal. You want information about the Net? Rache Bartmoss' Guide to the Net. Heck, they even put out a book about how most GMs were running the game wrong and how to make your game better fit the design intent of the game; Listen Up You Primitive Screwheads.

Maybe this isn't exactly what the question was asking but I have to rate the variety of the Cyberpunk support material as some of the best out there for any game.


For those wishing to play along at home, here are the topics for this years #RPGaDay. Feel free to use these cues in your tweets, facebook posts, g+ threads, blog posts and more.

Thursday, 17 August 2017

#RPGaDAY 2017 - Day 17 - game on my shelf of shame the longest.

Day 17 of #RPGaDay 2017. 

Which RPG have you owned the longest but not played?

My father was a gamer. I'm sure that's not so strange nowadays but back in the 70s when I was born it was pretty strange. He collected war games, Strategy & Tactics Magazine, Avalon Hill Bookcase games and yes even RPGs. Sadly my father never got to play any RPGs. He just couldn't find anyone else interested in it. While his extensive board game collection got played with family friends multiple times a year (Every New Year's Eve we go to The Brown's so my mom and dad could play board games with them while I played with the kids), his RPG collection never saw any use. That changed when I was 8 years old and snuck a peek at his copy of TSR Marvel Super Heroes when he was out of town on the bowling trip. After that trip, I asked if I could have his old games and he passed them on to me. In that set of games was the original printing of Gamma World from TSR.

Of all the games I inherited from him that's one that I never actually played. It's still sitting on one of my RPG bookcases to this day. While I've opened it up and flipped through it, I've never actually sat down and read it, let alone played a game with it. I honestly don't really know why. I think it just looked too dated. Typewriter font, lots of tables, not very interesting cover, interior art that just wasn't that evocative. Maybe sometime this year as part of #RPGaMonth I should at least read it. 


For those wishing to play along at home, here are the topics for this years #RPGaDay. Feel free to use these cues in your tweets, facebook posts, g+ threads, blog posts and more.

Wednesday, 16 August 2017

#RPGaDAY 2017 - Day 16 What RPG do I play as is?

Day 16 of #RPGaDay 2017. 

Which RPG do you enjoy using as is?

No one is going to expect this one.

First off let me know that my general answer is "all of them." I am a big fan of Rules As Written or RAW. I'm not someone who enjoys tinkering with RPGs. I've got some really strong beliefs about RPG rules and how they are the one common language every player at the table shares and how messing with that language can impact the game negatively. I'm not here to talk about that though.

What I want to talk about is Paranoia. One of the things that amazed me the most about Paranoia back in the day is that it was the only RPG that I owned that encouraged you to break the rules. But, it had great rules! It was so ironic. Paranoia (at least in 2nd edition which is the one I ran the most) has a very decent D20 skill based system that I found brilliant compared to the games I played at that time.  The combat system was quick and solid and as deadly as you wanted to make it. They managed to put in funky super powers (sorry mutations) that all managed to work together and didn't break the game while still breaking the core rules. It was a great system, and here they were telling me to ignore it.

So what did I do? I stole it. My first self-published RPG was called Rad City and was a post apocalyptic RPG that was a mesh of Phantasy Star, Final Fantasy, Warhammer Fantasy Roleplay, Cyberpunk 2020, and TSR Marvel Super Heroes and the glue that held all that together was the Paranoia D20 based system. I have friends today that still think Rad City was one of the best RPGs they played. 


For those wishing to play along at home, here are the topics for this years #RPGaDay. Feel free to use these cues in your tweets, facebook posts, g+ threads, blog posts and more.

Tuesday, 8 August 2017

#RPGaDay 2017 - Day 8 - Good RPG for 2 hour sessions?

Day 8 of #RPGaDay 2017. 

What is a good RPG to play for sessions of 2hrs or less?

Last year I wouldn't have had a very good answer for this one. I've always been a long session kind of guy. Back in my formative years at the Windsor Gaming Society it was always 5 hour sessions. One from noon until 5pm and then another from 6pm until 11pm when the club closed. My home sessions generally have mirrored this. When I run public events at the FLGS I aim for 4 hour sessions and schedule them as 5 hour sessions. The one exception was D&D Encounters which was set up to be one hour sessions. I hated that. I really hated that. It was such a small bite of D&D that it just wasn't satisfying.

So what has changed now? I've read and actually run the Mouse Guard RPG by Luke Crane and David Petersen. I've owned the game for years and finally read it earlier this year as part of #RPGaMonth. It's one of the most unique RPGs I've ever read. Very scripted with 'rules' for things you don't usually find rules for. One of the things this unique set of mechanics does is allow for very short play sessions. Our first session was done in under an hour and a half. The important part about this session was that it was still fun. Somehow that hour and a half of Mouse Guard was better than any one hour session of D&D Encounters I took part in.

While there are some editing issues with the 2nd edition of Mouse Guard, I strongly suggest people check it out. It's very different from traditional RPGs and not in a bad way. There's a learning curve but once you start actually using the mechanics they actually flow rather brilliantly. 


For those wishing to play along at home, here are the topics for this years #RPGaDay. Feel free to use these cues in your tweets, facebook posts, g+ threads, blog posts and more.


Saturday, 5 August 2017

#RPGaDAY 2017 - Day 5 - What cover best captures the spirit of the game?

Day 5 of #RPGaDay 2017. 

Which RPG cover best captures the spirit of the game?

I've been thinking about this one all day while at work. I still haven't come up with the perfect answer. It has been very interesting to see what other people have shared for this prompt. There's some really great stuff out there. Some people seem to be looking for a cover that shows what you will do in the game. Others are going more for a feeling. Some are looking at things very artistically. What I really enjoy about this particular question is the amount of variety I'm seeing. Even people who seem to have been answering the same game for every question are coming up with something new for the best cover.

Ones I've considered: Cosmic Patrol, Albedo, Dresden Files, Trail of Cthulhu, Corporia, DCC, Maid, Swords & Wizardry, Durance, Spirit of the Century, Toon, Motorbushido, Edge of the Empire Beginner Game, Paranoia, Ork!, Mekton, Little Fears, Hollow Earth Expedition, Land of Og, Dream Park, It Came From The Late, Late, Late Show.

In the end, I went for Teenagers From Outer Space (specifically the 3rd edition). To me, this cover shows me exactly what to expect from this game. Just look at that cover. It's got everything you would expect from old 80s and 90s anime. Rockets, space ships, a bi-plane, a little puprle guy, a mermaid girl, a vampire banana, Bee Dude, bondage cat girl, Harlock wannabe and more. I took one look at this cover back in the day and immediately my head was filled with scenes from Urusei Yatsura and Robot Carnival and Dr. Slump. I had to own it. I even picked up an issue of Protoculture Addicts that had the stats for the Robotech SDF1 crew. I remember Minmay having "Wrap boys around little finger" at 5.


For those wishing to play along at home, here are the topics for this years #RPGaDay. Feel free to use these cues in your tweets, facebook posts, g+ threads, blog posts and more.


Friday, 4 August 2017

#RPGaDay 2017 - Day 4

Day 4 of #RPGaDay 2017. This one isn't going to go very well since I don't really play RPGs anymore. Not by choice. 

Which RPG have you played the most since August 2016?

I had to go to RPGgeek for this one as I wasn't sure what I've played in the last year. If I had to guess I would have said Mouse Guard 2nd Edition. After looking it up I was surprised to learn it was actually the Fantasy Flight Star Wars Edge of the Empire Beginner Game.

I started running this back in October of 2016 and it was meant to turn into a long running campaign. I ran the boxed set as written the first session and then downloaded Long Arm of the Hutt to expand on the story. Somewhere in there I picked up the full rulebook and read that back in April as part of #RPGaMonth. I also picked up one of the adventure modules to run when we finished the beginner rules and moved on to the full rules. The problem is: that never happened. We played a big two sessions of Edge of the Empire using only the beginner rules with pre-gen characters and never played again.

Sadly those two sessions back in October and November of 2016 make this my most played RPG for me over the last year. 


For those wishing to play along at home, here are the topics for this years #RPGaDay. Feel free to use these cues in your tweets, facebook posts, g+ threads, blog posts and more.


Tuesday, 1 August 2017

August #RPGaDay 2017 - Day 1


#RPGaDay has been going on for four years now. For some reason this year I feel compelled to take part. This project was started by RPG Brigade and is a set of 31 blogging/posting/tweeting prompts for the month of August. You can see all of the prompts here at the top of the page.

I'm going to try to put up a post a day but I expect there may be a few days I miss and in that case I will combine the posts into one.

What published RPG do you wish you were playing right now?


The game I wish I was playing right now is TSR's High Adventure Cliffhangers Buck Rogers Adventure Game. 

This near unknown RPG was released in 1993 and was based on the original Buck Rogers comic books from the late 1920s and early 1930s. This isn't the Buck that most of us alive today grew up with. This is a very low tech and to be honest quite racist Buck Rogers. Here we find jumping belts, bi-planes, and Han dirigibles instead of ray guns and rocket ships (okay technically there are rocket planes, but they never go into space). 


Back in March I wrote up a series of google plus posts about this very cool boxed set. I did an unboxing and full detailed review. The problem with that review is that it was a read-only review. I never got a chance to actually play the game. While the rules sounded interesting and like they worked I never got to try them out at the table. That is the main thing that makes me really want to play this right now. I want to know how well this classic plays at the table.

What I found during that review was a very solid sounding rules light system that seems perfect for the pulp nature of the setting. Quite a bit of it seems before it's time while mixed with charts tables and crunch you would expect from the early 90s.



Sunday, 19 July 2015

GM Advice - no time for introductions

Would love to credit the creator of this image, is it you?
Almost every RPG sessions I've seen, played, heard or watched has started the same way. No, not necessarily in a Tavern. Every game seems to start with character introductions.

The GM asks the players, in turn, to describe their characters. Player one starts telling everyone about how his character is an Elf, from Elfholm, who has 3 siblings that are all competing for daddy's attention. He describes this elf's hair, her eye colour. There's a description of what armour the elf is wearing, what weapons she wields.

Sometimes a player goes into in depth background details that take up a ton of time. Other times a player will say almost nothing at all.

Overall this process takes a ton of time, as each player gives their own description and/or background. In some groups this can take up most of a session depending on how much each player wants to share. What's shared often varies player to player. One player will read through their 5 pages of family history while the next player will only say: "I'm a human fighter with plate and a greatsword, I look like an average big tough dude." 

I am not a fan of this method of starting the game. I personally feel that an RPG game has no time for introductions.

Saturday, 13 September 2014

Brimstone Boardgame Night October 4th featuring Dungeons & Dragons

The Windsor Gaming resource returns to Brimstone Games on Saturday October 4th as part of their twice monthly boardgame night which hits on the 1st and 3rd Saturday of every month. These events run from 5pm to 10pm and are open to all ages.

Brimstone is working to become Windsor's premier board game shop. They've got a great selection of the hottest games and tons of gaming space to play them. Not only that but all board games are currently 30% off!


You can win a board game! 

Every Board Game Night at 8pm the store will draw 1 ticket and the winner will receive a free board game!

Players earn 1 ticket for playing games, limit of 1 ticket per night. Earn 1 ticket for purchasing a snack or drink, limit 1 ticket per night. Earn 1 ticket for bringing 1 or more board games for people to play. Earn 5 tickets for purchasing a game. First time players will receive 5 additional tickets.

You can find Brimstone at 3298 Walker Rd. Parking is available on the south side of the building and on the street around back. Note that Brimstone used to be located in McGregor. This is no longer the case, they moved into Windsor just over a year ago.

Featured Game: Dungeons & Dragons


The featured game this week is: Dungeons & Dragons from Wizards of the Coast

Wizards has just released the fifth edition of Dungeons & Dragons and it's proving to be one of the best, if not the best editions yet.

After a two year playtest this new edition of D&D brings the best parts of all previous editions and puts them into one awesome game.

I will be doing very quick dungeon crawls throughout the night and giving people a chance to check out this amazing game. I'll have pre-generated characters, miniatures and everything players will need.

For the game give away we will be giving away copies of the D&D Starter Set. This great box is the perfect introduction to the world of Roleplaying and Dungeons & Dragons.

Edit: date change!

Due to a Magic The Gathering pre-release event on September 20th, this event had to be moved to October 4th


Tuesday, 8 October 2013

Level Up! 2013 - a Windsor Gaming Resource RPG event.


Level up with the Windsor Gaming Resource on October 26th!

The Windsor Gaming Resource is known for hosing fantastic board gaming events around the city of Windsor almost every week. In addition to these events we've also hosted the Great Canadian Board Game Blitz five years in a row. We also put on book swaps and painting clinics. The one thing we have never done though is an RPG event and that's about to change.

October 26th the WGR will be hosting a day long RPG experience. The great folks at the Green Bean Windsor Star Cafe have offered us some great gaming space from 11am until 11pm. That's 12 full hours!

There will be two different sittings. A early sitting starting at 12 noon and a late sitting at 6pm. Each sitting will have a variety of RPG games you can choose to play in. Each individual session should run between 4-5 hours. Doing the math you can see that there will be a 1 hour gap between sittings to give our GMs a break and give time for everyone to grab some food (I personally recommend staying in and supporting the venue by buying your dinner at the Green Bean).

We will be taking sign ups for the each individual game. The number of slots will vary by game and details of this can be found on the Facebook event page for Level Up! You can sign up by commenting on the event wall post for the game you want to play in. Walk ins are also welcome but we can't guarantee you a spot at the game you want to play. If there's a game you really want to try I suggest signing up on the Facebook page. If you don't use Facebook comment here and I'm sure we can work something out.

This is an awesome opportunity for non-roleplaying game players to experience this wonderful gaming hobby. It's also the perfect chance for RPG fans to try out a new system.

Facebook Event Page for Level Up! - https://www.facebook.com/events/660560770643506/
The WGR on Twitter - @windsorgaming

The Green Bean Windsor Star Cafe is located at:
Windsor ON N9A 7B4

Saturday, 18 May 2013

How to introduce players to a new RPG system, the Super Mario Bros way

I recently had a lengthy conversation with +Ross Konopaski about how to teach a new game system to a group of players. He was about to run a Savage Worlds, Agents of Oblivion game for a new group  and was looking for suggestions on how best to teach the system. At one point in the conversation I made this list of steps on how I taught people to play 3.5 D&D. At the time I thought this would make a pretty good blog post, so here I am.

Professor Mario:


I learned this method from a couple of different sources but the first and most influential source is Super Mario Bros. That's right the video game. In Mario Bros you press start and the game just starts. No tutorial, no pop up on screen telling you what to do. Eventually you look at the plumber sitting there and you push the D-Pad. Hey look he moved! Hit the button - hey cool he jumped! So eventually you go right. There's some blocks and a turtle. What do you do? Well you know you can jump so you jump over him. Maybe you land on him. Right by the turtle are some blocks. When you go to jump over or on the turtle you hit a block. Hey you just learned you can smash blocks! Later you are standing on a pipe and a bullet bill is coming for you, you hit down to duck - wow you just entered the pipe! And so on. What the game does brilliantly is show you how to play by introducing you to each game mechanic one little bit at a time. That's the method I like to use for RPGs. 

The place I've seen this done really well over the years is in the Dungeons and Dragons intro boxed sets. The best one being the Dungeons & Dragons Adventure Game: The Adventure Begins Here! for 3.0 D&D. It shows you each sub-system of D&D one step at a time.

My method of teaching a game step by step:



Character Gen:

I always make characters with the players. I don't like pre-gens and the only time I will have the players grab a pre-gen and start teaching right away is when it's a single session public play con-style game. Even then where possible I like to have players make characters or at least make some of the character choices.

While making characters I won't explain much. I have a house rule in every game I run called lateral reincarnation (term stolen from +Robin Laws's Feng Shui). At any point up until the first level/tier/rank players can change anything they want about their characters. This makes sure players play characters they like and doesn't punish them for bad choices during character generation due to inexperience. I generally just tell players to pick stuff that looks cool to them and not really worry about how things work.


A basic check:

I like to start the first game, first session in media res, right in the middle of the action. You want to catch people right away. I will describe the situation and call for a very basic check. Often this is a perception or spot check. Something to see if the players notice something. I will explain the mechanic step by step. Look at your skills, find the number for X, you will be rolling a die and adding your result etc. 


A complex challenge:

Next I like to see that everyone gets the basic dice system. I will create a complex challenge. A skill challenge in D&D 4e, a five step progress tracker in Warhammer 3e, an extended action in other games. Whatever it's called, this is something that makes the players each have to make multiple checks. It will be based on that first basic check and it will test to see if everyone gets the basic system. Say the first check was to know if the group is being followed and is passed. Well now the group could set up an ambush, or try to flee, or track down who is following them, etc. Once it seems like everyone at the table gets the basic check system it's time to mix things up...


Dramatic interruption:

Roll for initiative! Or hand out cards or whatever system this game uses. Teach the system, explain how it works, explain rounds, and turn order. I don't usually bother to explain movement until the first person moves, or holding actions unless someone asks if they can hold. I do want everyone to understand how the game is going to flow and when they can be expected to be called on to do something.


Simple combat:

Run a really simple combat. Try to set it up so that there isn't really room to move around, a very small room or an ambush. Try to make it so that only hand to hand or melee attacks really work so you can focus on that subsystem. If you can, limit casting to touch spells for example. Have at least one bad guy live long enough to hit back so that the players can see how defense works.


Complex combat:

After the first fight set up a situation for a longer fight. In this one you want to see ranged combat. You want to see spell casting. You want people to move. If there are terrain rules introduce them. If there's cover, use it. You want to show off the wide variety of combat options. 

You are going to repeat this one a few times, one for each sub system of the combat rules. Do a fight where there is high ground and show the players how they get +1 for using it. Do a fight on a bridge and showcase the pushing and falling rules. Run one with a hazard, spikes, pits etc. You want to hurt the PCs at some point so you can show them the rest and healing rules.

Dungeons are perfect for this as you just add something new in each room. Room one is 10x10 and there's an Orc and he's guarding a pie. Room two is 30x10 and there are some Gnoll Archers behind a make shift barrier at the long end. Room three has a spiked pit trap in the middle of the room and a couple kobolds luring the group on, etc.


Don't forget NPC interaction:

In the middle of these combats add in NPC interaction. Have a bad guy live and let the PCs question them. Have one of the fights involve a 3rd party. Have someone to be rescued. Have someone that needs to be escorted. Make sure you still tell your story and make the characters seem real. Just because you are teaching a game you don't want to forget to make it a true role playing experience.


Social encounters:

If the system has rules for social encounters highlight them now. If there are no specific social rules, show off how you can use skills to get things done instead of just bashing in doors and being murder hobos. I usually like to do this as the final thing leading up to the final battle. Maybe the group just defeated the Orc boss only to find out he's just a minor lieutenant, they need to question the boss to find out where the big boss is. Maybe the group has to meet with the King and explain how his court is corrupted. Perhaps the group needs to convince the town guard to move on the kobold camp while they sneak in to take out the Dragonlord. 


The climax:

Put everything together. A bunch of investigations and checks lead the group to the main climax (pretty much always a big boss fight). You want to show off all the neat things. Interesting terrain, working together, movement, line of sight etc. 

You want to mix the three main systems here. You want a social combat - perhaps the encounter starts with the Big Bad making a monolog and the party has a chance to interject and affect morale. Perhaps there's a third party that could side with the good guys or the bad guys before the fight starts. Something that lets you  use those social skills even while in the middle of the big fight. 

In the middle of the fight something can happen that brings skill use into play. Picture a combat where the group is on one side of a chasm fighting the big bosses minions while he stands on the other side taunting and egging his troops on and sending reinforcements across the bridge. As the players reach the bridge he pulls a lever and it collapses. Now the group has to use their skills to go across (build a new bridge, jump, set up a rope system, etc) as well as continue to battle minions. This often comes up in Fantasy games with traps or mechanisms for thieves to play with. The thing is you want to show off that skills aren't just for non-combat.

Eventually though you get to a knock down fight. Hopefully your players have saved up their big spells and can really show off their abilities here. At this point they should all know the game and be able to shine so let them. If they crit your dragon on round 1 and kill it, good for them!

Final thoughts:


So that's my method of teaching a group a new game. Jump right in and start playing. Don't explain everything ahead of time. When you do start, start small. Simple skill checks to start. Then build on that. More checks, initiative, combat, etc. Try to teach one sub-system at a time. Don't forget roleplaying and NPCs and show off social combat and the fact skills aren't just for non-combat situations. Showcase all of this in a really epic final battle.

What's the method you have found works best for your group when teaching them something new?